Made by The2ndLastJedi: https://github.com/AlexM-CS/The-Balatro-of-Isaac
#The Balatro of Isaac (looking for testers/artists!)
1 messages · Page 1 of 1 (latest)
Started working on this mod a few days ago, just got page 1 of jokers done, a bunch more to go 🙂
Right now the art I'm using is the basic Joker art overlayed onto screenshots from the game, but if you're an artist and you're into TBOI then please let me know! The cards could definitely use a bit more pizazz
anyway since I want to implement as many items in the game as I can, feel free to drop ideas, ask questions, test the mod out for yourself, etc
how i add this channel to favorites?
not sure if you can do that with channels like this but you could trun on notifications to "all" of smth if you wanna
I'm not really gonna be doing anything here besides sharing progress though
I'm interested in that
thanks 🙂
sadly today I gotta make more of the joker sprites though, I don't like using placeholder art
so no coding until tomorrow 😦
finished today's art pretty quick, but unfortunately this might be the lamest set of Jokers I'll have to do lol
My idea for bombs and keys are a sort of consumable (maybe a new button?) that you can use during a blind. For bombs, using it would add like 10 chips to the score on your next hand, and a key would give 1 mult
The problem is that I don't know how this would act while you have 0 cards selected. This idea will probably end up getting scrapped anyway because I don't know anything about making new buttons, but in general what to do with bombs and keys is kind of a question mark for me right now
dude i was going to tell you
why you dont hand = hearts
so the "hearth" items can be added
its the only way to lost in balatro
yeah that's kinda what I have right now, but what I mean to say is that none of these are super unique yknow?
I'm working with what I have though. Just finished "A Dollar", "The Compass", "Transcendence"
I was kinda just waiting for ideas to come to me, so implementing reversed tarots now lol
mmm
why you dont add key or bombs like marble cards?
or, if you want them to be used like consumables
Could you check the code that has debugplus, because that is a new UI that adds exact values to the score
just add something xd
idk, the consumable part sounds better
like "one use and destroyed"
yeah I like the consumable angle but I'm gonna have to think about it
yeah maybe, but I don't think I will
I just made A Dollar sell for $100 lol
insanely broken Joker
my idea is to add keys likes money, so you can buy chest, that will be just jokers packages
oooo good idea
Bombs add score or stone cards, keys = free voucher
sorry pack, not voucher
that would be crazzyyy
sounds cool
can you create packs with specific jokers pool?
i never see that
ah, just the almanac
cards are in the game! gonna implement all of them (hopefully) today.
the art looks a little darker than I'd like. I guess rendering the image makes it slightly darker than the raw HEX values in the original image, but it looks good enough and I think I'm happy with it. the maroon coloring is inspired by Isaac if you can believe that
maybe but eh 🤷♂️ I'm not too worried about the graphics, just wanna make the mod lol
fair enough

Sorry for the inactivity, I'll be back soon! Over the last 10 days I've committed over 6000 lines of code and spent alot of time debugging, messing with assets, etc... just waiting for the motivation to come back while I take a little break 🙂
When will we have rock bottom? Is it even possible?
As of right now the plan is to do all the items in order, so not for a while. Maybe if I get enough requests to do later items, I'll do it then but yeah
I do have an idea though 😉
I'll have to hope for the best 
something along the lines of:
"Every poker hand gives Chips and Mult equal to your highest value Poker Hand"
so basically High Card = Straight Flush lmao
you also probably won't be waiting THAT long. I need to decide what I'm doing for active items, so I'll probably be skipping over every active item until I have a bit more of a plan
I thought you would simply add its passive, so that the values of absolutely everything cannot go down.
Things like Obelisk, To the Road and similar would be broken.
yeah that's a good idea too, and now that I think about it it would be more true to what rock bottom actually does
like the abilities don't just keep stacking forever in the case of Hit the Road and Obelisk, they just always give whatever their max was/is
Rock Bottom is kinda weird like that if you didn't know
Can you use his real name or is it copyrighted?
what do you mean?
Because in the description of balatro TBOI has all rights reserved by the collab, or is that something outside the mod?
I'm pretty new to this stuff yet
I'll look into that. I'm not really worried about copyright/rights issues with Isaac but I'll definitely make sure I'm not breaking any rules
If I am, I haven't been caught yet lol
I don't see my mod in there anywhere, was this meant for the main modding channel?
oh, sorry that i didn't explain it - i am installing new mods, i tried to add yours and game didn't want to start
this one is currently in development, so I'd avoid using it for the time being. lots of placeholder items, needs balancing, etc. If you'd like to try out my Deckception mod, the link is in my profile description.
That said, it shouldn't require an install different than any of the other mods I see you have, so maybe just try deleting it and retrying. I personally haven't removed any of the code for my mods before to ensure I can download it properly, so I can't provide my guidance unfortunately
Okay, thank you 😀
i cant explain it but its betmma, i tried to play that mod like 14 times, dont work with something else installed
i disabled these mods for a moment, tried installing this mod again and still it doesn't work so 😅
@hot lantern were you able to install this mod ok?
if so you'd probably know more about that side of things than I would
your mod works with 42 mods, so, maybe
nononono 0
i just, install, try, desinstall, try, install, try, desinstall
i know 0 about lua and balatro for now
Got a decent amount of the Reverse Tarot cards done today. I kinda based them off their Balatro counterparts rather than how they act in Isaac, since it obviously gives me alot more to wok with
I did consider the "randomness" and "destructive" natures they tend to have in Isaac while making them, with each having some pretty substaintial effects while acting as a mirror or alternate version of their vanilla counterparts
I also fear I've created one of the strongest synergies in the game...
hope you never heard of the mod "reversed tarot cards"
now is even a "45 dregrees tarot cards" xd
I have, I just wanted to make my own. Thought the Isaac mod wouldn't be complete without it, yknow
All Reversed Tarots finished! committing it to the GitHub right now if you want to try them out 🙂
animation timings on a couple of them need work, like Wheel of Fortune? and The Devil? but they're done all right
I kind of went crazy and created files for all the Runes and Soul Stones too. They're in the most recent commit, but no functionality is implemented for any of them. Runes I might do soon, as most of them already have the descriptions written and just need to be programmed. Soul Stones I definitely will not be doing for a long time.
I say this so that you can know to disable them if you're playing this mod and see useless items showing up in your runs. To disable ANYTHING in the mod, such as individual consumables, Jokers, etc, go into The-Balatro-of_Isaac/utility/definitions.lua and comment out lines of things you don't want. Everything in the file appears in the order it does in the Collection, but I would just use Ctrl+F to search for stuff since the file is gonna be really large at some point.
Comment character in lua is --, so put that at the start of lines you don't want. Also, blanket config options just such as disabling all Jokers or all consumables can be found in The-Balatro-of-Isaac/isaac.lua in the BI.config table
anyways, I'm going to bed 💀 might take a break too, since I have some other stuff I need to focus on in the coming days
mucho texto, gn
I've been doing alot of thinking about how I'm developing this mod and decided that I'm going to abandon my previous approach. Before, I wanted to implement every item as its own Joker in order of its ID in Isaac, but looking through the item list really shows just how much item bloat there is in that game. So many items do the same thing, and I think I'd rather work on things that I'm actually interested in, while sprinkling some of that monotonous work through each coding session to make sure I don't need to do it all at once.
So to do that, over the coming days I'm doing to make files to act as placeholders for every item in Isaac and implement later ones that I actually have ideas for, while continuing to brainstorm (lol) for items who don't have as clear of a direction.
This should also make this discord channel a bit more fun for you guys- without doing items in order, I can better take suggestions, ideas, and the mod should be more fun to play.
Anyways, thanks for reading, and I have alot of file management to get working on 😭
-# no one is reading that dude
I love your honesty, adding almost 1200 items is crazy.
Any idea that comes to mind, I'll be writing it to you here. For now, I'm still thinking about introducing a new type of currency (keys)
The truth is, if you need help with the code, I'd be willing to do anything. Unfortunately, I don't know much about Lua or Smods.
I'm just getting into this world, and Lua's functions are making me dizzy.
I'm new too, so don't worry. I'll let you know if I'd like the help, it's very kind of you to offer 🙂
well, you dont see mods relatives with TBOI
and the idea to add keys and chest amazing me
i think i dont say this before to you, but english is not my native language.
expect a lot of grammatical errors
no worries lol
just had an idea that could pave a way forward for alot of stuff:
Every small blind shop, there's guaranteed to be a "Treasure Room" pack that contains only TBOI Jokers, and you open them with keys.
Every big blind shop, there is some kind of "Special" pack, such as Arcade, Bedroom, Valut, Dice Room, something like that from Isaac that costs 2 keys.
Every boss blind shop, there's either an Angel Pack or a Devil Pack. Devil Packs remove 1 hand permanently if you don't skip it, and Angel Packs are always free. Angel Packs only appear if no Devil Packs have been taken or you have Act of Contrition (I think that's the item)
That would allow keys to operate as their own new currency while also adding alot of flavor and strategy to shops
Would take a tonnn of work to get done, but I really like the idea and will probably go with it
Nope. My only published mods are The Balatro of Isaac and Deckception, and Deckception is the only finished one
that sounds cool though, you should link it here!
yea i have that
uh, could be from entropy
but red room its too similar to isaac xd
I wrote a Python script to create all the files I needed for me once I had them written down inside of the definitions file, and it worked perfectly...
...but the reality is starting to set in on how much work I still need to do on this project
I wonder if Github will even allow me to commit so many changes at once
Currently working on taking ownership of tons of vanilla Jokers. I want to standardize where things like "mult" and "Xmult" go inside of an item's config. Right now I just want to do that to help make Cricket's Head work properly (its very buggy lol), but I'll probably be taking ownership of lots of Jokers in the future just to make sure I know exactly how to mess with them if I need to
Got some work done today on this ^^^ but messing with Misprint is not fun 😭
gonna work on it some more after my shift
@stuck tusk your mod doesnt work
i forgot to tell you this morning, and now a person have the same problem, hope you see this soon
I have a working version on my computer, I’ll push in a few moments
I'll tell him as soon as you have it
@hot lantern @hexed oasis Sorry that took so long lol. Just pushed the most recent version to the GitHub page. If it still doesn't work, please send me the full error codes so I can disect and make sure my code is sound.
Only existing bug I know of is Misprint, is description is really weird rn. Haven't gotten a chance to play with it but its behavior should be normal
ye
I didn't have much time to try it either, I'm mostly busy with university.
Com Sci student or no
noup, just university programmer
Computer science
just fixed a bunch of bugs with reversed tarot cards.... always so much to do lol
@stuck tusk question
you can make PHD work for spectrals?
**```
Anhk
duplicate one random joker,
does not destroy anything.
that's something I could do, but I was thinking of just adding Pills as a consumable anyway
but that would definitely be easier lol
and it really backs me into a corner with False PHD
oh like temporary discards ?
no no, like they give random effects for the current round when used or something like that
they would make more sense fr
I have a whole list of Ideas in my phone lol
some of the highlights:
Brimstone - retrigger all played cards an additional 2 times every 3 hands (maybe too strong lol)
Polyphemus: -2 Hands, 15X mult
Isaac's mod should be unbalanced at some point
Epiphora: Gains +25 chips per consecutive hand played with a higher rank than the last
Rubber Cement: retrigger any card with a seal
just a few of the ideas I have 🙂
i forgot that, the three tears?
yeahh
makes sence
this sounds more like ipecac
Ipecac: 5X mult, 1 in 10 chance to reduce the level of played poker hand by 1
for Polyphemus, I wanted to have it have the feeling of very powerful but very few hands, and for Ipecac I wanted to replicate the risk associated with it you know
with the False PHD i was thinking something like
gain x0.2 every time a card get unchanced```
shit thats vampire
lol
my current plan for False PHS (if I make pills a consumable) is:
See the effects of pills before using, good pills are removed. Using a bad pill gives this Joker +10 mult
true makes sense
Soy Milk: Base Mult quartered, 6X chips
in some point the joker will be stronger than the pills
and almond milk?
retriggers 10 times,
can x1,3 chips or mult
Almond milk is the same, but with 5X chips and has a chance to retrigger cards
probably like a 1 in 4 or something like that
not sure about that one haha. Tbh, there's some items like A Pound of Flesh that I have absolutely no idea what to do with
you can make trisagion an enchancement
mmmmm
I really want to work on UI stuff soon though. I've decided that active items should be able to be used, and proc their effect only when used. It could really add a whole new layer of strategy to the game
It would seem fair to me to make him a passive type joker.
items now cost 1 hand size
all the joker have x2 stats
but yea, its rare thinking in that item xd
ooo good idea
what about trisagion being an enchancement?
1 in 15 chances to retrigger,
upgrade chances for every other trisagion card```
like
1 = 1/15
2 = 1/8
3 = 1/4
I'll think about it. If I can, I'd like every item to be a Joker, and possibly implement other Isaac elements where I see fit. Like I definitely want to add Delirium as a boss blind, where he changes his ability after every hand played
oh someone added delirium as a joker, you see it?
would be sick too
I did! The Delirium Baron art was all I saw, but it looked great
the D100 was amazing
I have ideas for all the dice stuff too lol
yeah, its pretty easy actually
duplicate all held jokers and consumables, must have room
balatro need it, the D10 of cryptid is almost cursed 😭
I just need to make active items a thing to make it work
its a spectral card?
the balatro of isaac over the binding of balatro is crazy
i feel like thats a better name
the binding of isaac its the isaac game
the balatro of isaac is the game from his father
yea is just the word game
like TBOB sounds cool, but we already have TBOI like the normal game
It sounds exaggerated, but it is the most accurate lore of the game xd
also, I guess I should say what I'm working on lol. All day I've been working on taking ownership of vanilla Jokers that give mult to make sure Cricket's Head doesn't have any more bugged interactions. Ceremonial Dagger is probably the biggest hurdle so far, but I have ideas on how to fix it, so I'm not too worried. I'm done for tonight though, I want to play Isaac now lol
probably as tags
mmmmm
If you could somehow add UI it would be fantastic to see them as passive's
you play the mod betmma?
to be honest I don't really play modded Balatro. I have vanilla on my phone and that's typically how I play, since I prefer the dragging mechanics and I don't need to be at my computer
makes sense tbh
I'd for sure play the multiplayer mod if my friends had the game on PC though
the cryptid would crash
wym?
I don't know why, but it's almost unstable to play it online.
gotcha
Normally people put that first because it's the most well-known, I tell you so you don't waste time on crashes
I still don't know if i'd play it though. I usually stick to the vanilla versions of games
I don't even use any mods in Isaac besides External Item Descriptions and the Antibirth music
Hive Mind + Infestation 2 on my run rn lol
Just finished fixing Cricket's Head! Previously, it had a bunch of bugged interactions that were caused by Jokers that scale in weird ways, but I can now say I've tested with every Vanilla Joker, and all the bugs are gone, at least as far as it relates to gameplay. There might be some interactions I'm unware of, but Cricket's Head is now better than ever 🙂
Also (and this is a promise I'll definitely break a couple of times) but I'm going to start using version numbers in the smods.json file that can tell you a bit about the version you're playing on. The new format will be like this:
1.0.1.0 this is the most recent version as of writing
The first number will never change.
The second number will be the full release of the mod, whenever that is. It will become a 1 when I'm officially done writing code and I consider the mod finished.
The third number indicates the latest stable build. Since the current version is stable to the best of my knowledge, it is 1 for now. Whenever the number increments, it indicates that the changes I've pushed are no longer in development and are able to be played with with no issues.
The last number indicates the latest version, even if its unstable. This number will always increment whenever I push, and I plan to start pushing any time I make changes. If the number is not 0, then it means there are work-in-progress changes to the mod and that you should play this version at your own risk.
I would recommend staying on the stable builds, since I can be sure that the mod works on those. Like I said, I'll probably forget to do this every now and again, but I'll try my best to stick to this system from now on
I'm also going to start keeping a changelog, it can be found in
The-Balatro-of-Isaac\utility\documents
I indeed can make art
tboy
this looks amazing!
my plan right now is to make a Joker for every Isaac item, so if that's not too daunting for you I'd appreciate your help! I work at a pretty slow pace too, so its not like I need everything right away if you would like to help out
👍
Page 2 of Jokers just got finished today! There are a few bugs with some of the Jokers I have left to fix, so I'm not going to call it a "stable version," but just know that The Belt is not Belting
Additionally, Raw Liver is abusable right now. It's supposed to give +1 Hand for each Uncommon Joker, which it does, but it doesn't react to losing Uncommon Jokers. This will be fixed when SMODS adds a context that can allow me to know when a Joker is removed
Also, now that I'm done with these Jokers, I'm officially starting to work on the Jokers I actually have ideas for 🙂 alot of fun stuff is coming!
Binge Eater is live! I made sure it works with all you favorite food items, too- "Food Item" tooltips have been added to all Vanilla and Modded food Jokers, so you don't have to guess on what it works with
Coming up next is a trio of Jokers related to money- Greed's Gullet, Keeper's Head, and Midas' Touch. Hopefully I'll get them finished tomorrow, since they won't need as much work or debugging as Binge Eater did
While I was busy earlier today I got to thinking- are the legendary items I've added actually obtainable in normal gameplay? I haven't played or tested long enough to find out, and to be honest the question never really crossed my mind until earlier. I'm coding right now, but I'll try and test later to find this out if no one knows
Version 1.0.4.0 is now available! A couple things in this one- first, I implemented the three Jokers I mentioned yesterday, and they're fully playable! I also reworked Raw Liver to give you hands on Blind select, so no more abusing Raw Liver 🙂 sorry not sorry
I should note that Raw Liver and Greed's Gullet both have a minor visual bug when being copied with Blueprint/Brainstorm, but I'm not really sure where the problem stems from, and it's also not a huge priority for me. The Jokers work, that's good enough for today
Finally, some changes to Reversed Tarots. Mostly behind the scenes stuff, like moving their descriptions around in the files and changing their configs, except for Wheel of Fortune?- it's completely reworked. Now, instead of adding Foil, Holographic, or Polychrome to a random card in hand, it adds Negative (if it procs obviously). Much cooler in my opinion, and helps it stand out from its Vanilla cousin.
Also I don't really say too often, but thank you all for supporting me throughout this journey. Just knowing there are people that care enough to check this channel now and again is super inspiring and motivates me every single day to work on this mod and make it as good as I can. Thank you 🙂
Just pushed a new update. Added Empty Vessel and added art + descriptions for each of the Planetarium Jokers, but that's it for now
I'd love to actually implement the Planetarium Jokers tonight, but I'm currently strapped for time between my work schedule and crippling addiction to Hollow Knight
About to push the newest update: Planetarium items! This release isn't completely stable, on account of Saturnus being bugged. Unfortunately, its behavior is somewhat complex and I don't fully understand how to fix the issue with it right now.
That said, all the other cards work, and I tried to make them strong, while also somewhat reflecting their in-game effects in Isaac. Hope you enjoy playing with them!
I think my plan for the next big update is to get Active Abilities working. It's going to be a big undertaking, since it's completely new functionality not in the base game, and I'll likely need to do some kind of UI work as well
sorry for the inactivity. I've been trying to figure out UI things for a while, and it's really hard. Just not very beginner friendly, and it's taking me a bit to do the things I want for the mod
FINALLY finished active item functionality. It took a long time, I'm sorry about that, but it's here and I'll be working alot the next few days to bring some of the ideas I have to life for various active items. As of right now, I just wanted to push the work I have, which is mostly backend work to make active items possible. That said, I did implement The D6, and its fully functional!
I will say, right now it is a bit weak because of its charge time and restrictions, but that will be changed once I make the large-scale changes to shops and packs that I wanna have, so stay tuned.
There's a bunch of other changes I made too, notably fixing Saturnus and nerfing Uranus, but you can check the changelog for details if you care about them.
Speaking of the Saturnus fix, PLEASE MAKE SURE you are on the most recent version of SMODS when playing the mod after this update. Saturnus utilizes context.evaluate_poker_hand, which was very recently added and the game will most likely crash if you aren't on the correct version.
I want to hear some opinions on this from you guys (if you care)
I'm going to be adding packs for Angel/Devil deals, other rooms that give you items like Treasure Rooms and Secret Rooms, and the rarely spawned rooms such as Arcades, Vaults, Planetariums, Dice Rooms, etc. I had the idea of making it so that TBoI Jokers only spawn inside of these packs, and the packs would have their corresponding item pools that they have in Isaac
Along with this, they would be removed from the normal shop (so that would stay Vanilla Jokers only)
That last part is what I want some input on. Should I keep the normal shop Vanilla-only and make the booster packs Isaac-exclusive?
Also, if anyone would like to help with the art for booster packs, that would be amazing, since I don't even know where to start lol
i will vote for making isaac-exclusive things, adding their own packages or rooms would be more envelope and isaac-like
im very curious about the deals, as if they were vouchers, eternal spectral cards or simply jokers
What I might do for Devil and Angel packs is have them cost 0. If you take from a Devil pack, you lose 1 hand and can't get any Angel packs anymore (unless you have Book of Virtues, Act of Contrition, stuff like that)
I was kinda leaning towards this to begin with, because eventually the vanilla jokers would just become unfindable lol
Just pushed Version 1.0.8.0, which changes (no joker) every single Joker in the game, at least slightly.
I finished adding the D4, which specifically rerolls Jokers you hold into Jokers from the same item pool, and to do that I needed to not only add item pools for everything, put added tooltips for every Joker that tells you what item pool it came from, so you don't have to guess on it. Hopefully this is a helpful inclusion 🙂
The next update is going to be a bit tamer, as I want to revisit some Jokers that currently have bugs and fix them. I'm also probably going to add a setting somewhere that allows show_item_pools_check (the function that the D4 calls to show item pools) to be turned on 100% of the time if you want. It probably won't matter too much, but could be a nice quality-of-life option. I'll also be adding the inverse, an option that always prevents item pools from showing up as tooltips.
As for the next Joker(s) I'll be making, I want to try and finish most of the dice items before doing anything else (except Spindown Dice), since I already have ideas written down for each of them. Then maybe Glitched Crown? That could be a fun challenge
Just pushed Update 1.0.10.0, which adds D10, D1, and Eternal D6.
Gonna keep going with these dice items for a bit (and active items in general) since I have alot of ideas for them, and I'm still looking for artists to help me out with some of the more large-scale changes I have in mind, like booster packs
I just realized I could hook the loc_vars functions of cards instead of taking ownership of everything.... I'm gonna cry I wasted like 3 hours lmao