SuperRogue is an extra Rogue layer for Balatro that activates mod content as your run progresses!
#SuperRogue - Unlock mod content during a run!
1 messages · Page 1 of 1 (latest)
rogue
PEAK
Murphy was talking about doing something like this
That was the inspiration lol
Just knocked out a bunch of smaller-scale features. Development is going smoothly but the wall will be hit soon. Next will probably be the “Choice” mode. Blacklisting and designating starters are definitely gonna be the hardest to do simply because of UI alone
Everything here is public and playable btw!
run info tab that shows a countdown and/or active mods?
-# understandable if that idea sucks
You can now check your activated mods in the run info tab!
QOL addition, you can now click mod tags in the run info tab to open the mod's menu
this is on commit 96e072ed
context:
configuration:
return {
["start_with_mod"] = true,
["starting_mods"] = {
},
["activation_mode"] = 2,
["activation_threashold"] = 1,
["trigger_type"] = 2,
}
Interesting, I thought I fixed that one
Did this happen when you started a run?
Ah nvm I see that it did. I think I know the problem though
Just pushed a change that should fix it
looks good so far. I appreciate the quick turnaround
You caught me at a good time lmao
SuperRogue - An extra Rogue layer
Blacklisting and starting mods are implemented! These were the last two things I wanted to implement before officially releasing the mod!
Just don't mind the fact it uses dev smods cuz of global calc and I totally forgot about that
Also I forgot to add a video example of blacklisting and such
If someone notices Mod Boosters do not have their own sprite it’s because I cba to add one due to my lack of artistic ability. If anyone decides they would like to make one, ping me with it!!
Just pushed an update fixing a pretty major crash happening while generating shop cards. I highly recommend updating to it!
Now I can disable mods without reseting the game or play only one mod if I want, thanks for this 
That's def a use for it too lmao
Just fixed another pretty bad bug with choose mode, sorry bout that! https://github.com/the-Astra/SuperRogue/releases/tag/v1.0.2
so how does this mod work exactly?
- does it activate/deactive only stuff you would find in runs, like cards, jokers, vouchers, etc?
- does it activate/deactive the whole mod, so it would do stuff to things like Talisman, which don't have any collection additions?
- are the modded decks fine to use even if their mod isn't enabled from the start?
- if you have mods that do stuff before the run starts, like deck sleeves, then do you need to worry about them being activated?
- how about card skins?
- what about mods that use other mods as dependencies?
I'm really interested in this mod but I need to know how it generally works so I can kind of predict which mods would be compatible, and also so I can use it properly 🙏
To answer:
- It only activates/deactivates run items, like jokers, vouchers, etc. I cannot activate/deactivate entire mods on the fly 😭
- It should work just fine with modded decks, DeckSleeves, etc.
- Since SuperRogue only messes with run item pools and not actual mod loading, dependencies should be of no issue
Hope you have fun!
SuperRogue - Unlock mod content during a run!
what the fuck this is so cool
i had been thinking about this kind of thing to help solve issues with bloat in my personal modpacks like "haha what a fun pipe dream" but i never expected anyone to DO it
crazy cool!!!!
Hell yeah!!
this pack probably shouldn't show up if I have no more mods for it to pick from (all mods are already active in the run)
picking it crashes my game
(also reusing arcana pack texture is confusing but I'm sure you already know that)
I am very surprised that's even showing up in shops at all
huh
Also this is literally just because I am not an artist 
in_pool is outpool
Hi I got a weird bug when using the this with Ortalab and Paperback, trying to open an Minor Arcana Pack freezes the game with no crash log
Disableing this was the thing that stopped the bug
Were those packs appearing without the mod activated by SuperRogue?
hello, just came to report the same
(in my case) happens in latest smods version
and (also in my case) the packs were appearing without the mod being activated yea
Ok that's good to know, sounds like my method is borked. I will look into it
also, when you use smth like the Sacred Deck from Ortalab that enables an extra slot in the shop JUST for Mythos cards and you have not Ortalab enabled it also freezes
when entering the shop
That's because it's trying to force unavailable items to spawn, same issue with the boosters
good luck with that take your time and these things i rlly like the idea behind this mod!!
Activated by, none mod was blacklisted
The mod that the booster was from was activated by SuperRogue in your case?
I'm not asking for which mod, I'm asking if SuperRogue activated Paperback at the time of you opening the pack
No
It was always active
Well I check the blacklist again, enabling stops the bug, so maybe this is just a random bug, if I got the thing again I will make a video
Ok this is very strange, I am unable to recreate this. It looks like it's preventing modded packs from entering the shop pool just fine. Is there something forcing these packs to spawn somehow?
uh oh
maybe it's a mod conflict? i can test that tmrw
most mods in my modlist are like, debug plus, cartomancer, etc n some big ones: paperback, bunco, all in jest and ortalab
i also have banner
SuperRogue should be pretty resilient to most mod behavior so I'd be surprised if it's a mod conflict
yo, good morning
i think is a issue with latest ortalab ver
slowly shrinked my modlist to this and the problem disappeared when i disabled ortalab
sounds silly
btw, i also noticed that the mod activation thing didn't worked before lol, with only paperback / galdur / debug plus superrogue activated paperback as soon as i defeated the boss blind
like
as intented
but before i have never got that screen lmao
That’s odd
Just made a new release that optimizes a lot of the pool fixing, hopefully that helps with some of these pack issues
https://github.com/the-Astra/SuperRogue/releases/tag/v1.0.3
Honestly though, the ability to buy a mod unlock do sound interesting, although probably at a high price ^^
I do definitely think it's a fun idea, I'd just want the packs to be a lil more presentable beforehand (i.e. not use arcana pack art 😭 )
I'd also definitely make it a config option. Maybe a potential 1.1 feature
I'd just want the packs to be a lil more presentable beforehand (i.e. not use arcana pack art 😭 )
Hehe, of course ^^
Another optional setting I could imagine to make the choices perhaps more impactful would be to blacklist for the rest of the run the mod you didn't choose ^^
Although well I'm not sure how it'd actually feel ^^
2 updates in one day lmao
This one prevents packs from inactive mods from being opened completely
https://github.com/the-Astra/SuperRogue/releases/tag/v1.0.4
That sounds like a Challenge above anything lol
I feel like the drawback of making it a challenge is that you couldn't run that ruleset with stakes or on other challenges ^^
Unrelated to that, I'm not thinking of the potential for multiplayer ^^
I have thought of doing this in MP and I think it would make for a VERY interesting dichotomy
I really hope this mod gets more popular cause this is such an interesting concept
Makes it so the mods are not overwhelming but still there
Truth nuke
Or having single mods runs when you want to only experience a single mod
Getting this crash when it triggers, mod incompatibility?
Could you please go to mods/lovely/dump/SMODS/_/src and send game_object.lua in that folder?
Perfect
Ok this crash looks like it has something to do with Stickers oddly enough?
Honestly not sure what could be causing this or if it's even SuperRogue causing it. I'm seeing a lot of references to Rotarots if that's anything
i think that'd probably be the rotated tarots from morefluff
Ethically purchasable mods, coming to a shop near you! (Thanks for the sprite SadCube!)
And yes it is a config option as I said I would make it
Looks like I need to try this out
Wait
I barely have any content mods
It's only 3
Time to load up lol
It looks peak
Um hi I need to say about the ui of the mod settings
It made the buttons above the settings hide offscreen
Hi, I have a mod that modifies the arcana packs and now if I dont allow the mod the booster packs says not allow and cant use them XD
Also now the Blacklisted boosterpacks dont crash the game but are like 6 times more common
I truly don’t understand your issue with blacklisted boosters appearing since I cannot recreate it on my end. As for the modified objects stuff, I will definitely look into that
It has to be a weird thing with my internal config sometimes break for a weird reason
You can give a the config file of your superrouge and that prob. will fix the problem, I got a similar situation with Ortalab and using other config file fixed the thing
Ah that would actually make sense, I had some config issues during development due to some structure changes so maybe that hit you too. I'll get you a new config when I get the chance
Try this, replace the one in Balatro/config
Just pushed this release that should hopefully fix this issue
https://github.com/the-Astra/SuperRogue/releases/tag/v1.1.1
I'll look into this next. I apologize for this as I am still not great with UI coding
That should hopefully be a bit better
And here's the release for that one too https://github.com/the-Astra/SuperRogue/releases/tag/v1.1.1b
PSA: I have just learned the inactive pack spawing issue is because of Ortalab!
I’ll try to come up with a solution for that soon, but for now it is recommended to not play with Ortalab!!!
This should now be fixed! This update also supports pool manipulation for Ortalab's custom Small and Big Blinds as well as fixes an issue when Prism is installed
https://github.com/the-Astra/SuperRogue/releases/tag/v1.1.1c
I apologize for the amount of updates y’all keep needing to install, I just wanna make sure you guys are having the best experience possible
I’ll take a look when I get the chance
When does this crash happen?
Alright
I’m not sure this is a superrogue issue, I’m seeing three different mods mentioned in this report, being Cryptid, PTA, and AikoShen
Disable SuperRogue and see if it still crashes
didn't crash without SuperRouge
Is it consistent, as in does it crash every time you enter the shop with SR enabled? I’m wondering if it was a fluke edge case
just sometimes crashes when entering shop
Probably a fluke then, hmm
Could be an item commonly in the shop?
Why mods like CardSlvees and Debug plus appear as options in the mod? XD
you need to blacklist mods without content yourself
There’s not really any way for me to filter for mods that may or may not have content on the fly, so that’s what the blacklist is for
I tracked down the cause! It was an incompat with Cryptid. Will be pushing very shortly
thanks!
you could probably copy the check used for the additions tab on a mod page
Where's the code for that check?
Probably src/ui.lua
New update! I figured out automatic mod content detection!!
https://github.com/the-Astra/SuperRogue/releases/tag/v1.1.2
how stable is this atm? is it worth doing some runs on stream or waiting till its further along?
Right now I’d say it’s in a pretty decent spot actually. Haven’t gotten any critical reports recently and most of the big mods that had compatibility issues should be fixed at this point
what mods have you tested it with. im sure theres some i havent played yet but i was going to try and do some runs with mods ive already checked out tonight. if not i may wait till ive played more fromt the wheel
Ortalab, Cryptid, Prism, Maximus, and ArtBox to name a few, but I’ve tested more than that. I’ve got probably one more update in mind which would be the ability to change the Choose Mode’s pack size, but that’s definitely something that isn’t necessarily needed. I’ll implement that when I can but I’m helping my parents with a move for the day
no worries ill let you cook on this and wait till ive played some more mods. I still havent checked out the ortalab update yet which ill need to do first
i am excited to play this because it sounds like a bunch of fun
Honestly yeah I’d wait and do this after a few more wheel spins so you get an idea as to what you wanna do this with. Initial feedback has been very positive tho so I hope yours will be the same when you finally go for it!
sounds good to me! this is really cool though and thank you for taking my silly idea and making it real. its really awesome!
It is
It's pretty good in my opinion
A quad times better than last time
yes they did nerf that one joker that gains mult for each unscored card
I got 0 errors lately so in my opinion this stable but it has a catch
Random selectors for seals, enhancements, editions will pick any of the one you have installed even if is disabled on the run
And custom hands are always available
I think the option to choose which mod I want to activate is not working for me currently
Yeah it doesn’t let me pick any mod and nothing enables instead
Poking you on this
It sounds like an imcompatibility, Prism caused something exactly like this
I’m using a joker forge mod could it be that
If not I can send what I have installed
yes with choose mode
This will help, thanks. I can’t troubleshoot right now, but what you can do to help in the meantime is disable your mods one at a time until the behavior stops. If it does stop, tell me the mod you disabled right before it did and it will greatly help me out
just did some digging and the only one I cannot verify is Nopeus due to the fact it is no longer publically available, though I could see that one causing the problem
Oh really the speed options one?
I removed Nopeus and this issue still occurred
Going to keep testing
Disabled almost everything but the content mods and it still didn’t work, I don’t have that many so this could be hard to test but I’ll try
I’ve literally tried everything and it just doesn’t work I don’t think it is one of the mods I’m using
Okay yeah this option just doesn’t work no matter what
Not a compatibility issue with anything I was using
What version of steamodded are you on?
This is exceptionally odd then
I might be observing what greatbritmerica is seeing
I start a run with ArtBox and Maximus eligible, the Mod Pack shows up and then vanishes with a "Mod Not Active" notification
is it a problem that G.GAME.sr_active_mod_pool doesn't itself contain SuperRogue?
I swapped out the mods I was using too and used two different ones with nothing else enabled and the same issue was occurring
I have a special exception for SuperRogue to always be enabled so that's a weird one too, will investigate
Can u give me two examples of mods u know it works with and I will try and see what happens
Try with Maximus, Ortalab, and Artbox
That's why I suggested that one lol
Okay cool haha
With just those mods and super rogue enabled on latest smods the issue still occurred
Very intersting. Are you getting the same behavior as Rat where the pack appears but doesn't open? Or just not at all
Yes that animation is happening
And then under mods no mods activated this run and then error1 under that
Ok that helps. I think I've tracked it down to an incorrect order of operations
Ah okay interesting
tl;dr I didn't let core mods populate the active pool before all other mods when I should've
Always tricky dealing with the dependency mods
Will push this fix with another feature that was mentioned above
Shouldn't take me too long
No worries, very cool mod btw
Thank ya plenty
Did anything specific inspire the idea or did it sort of just come to ur mind one day as like I wanna make this and I know I can so I will
Murphy on stream said he wanted to do a challenge where every ante a new mod gets activated and it hit me like a truck
Ah very cool the ideas they can come from anywhere, since the game is still so new it’s cool to see the mods that actually tackle game mechanics in some way as opposed to the content ones which are understandably easier to make at this point in time
Boom
Hopefully this solves your woes and also gives ya a fun new option to mess with
Thanks a lot!

Working now 👍🏻👍🏻👍🏻
W
W Astra ❤️🩹
w who
How do u have it configured
It supposed to start ur run vanilla and then add ur mods content as the ante progress
Check the settings in the mods menu and from there you can pick which mods you can start with (or none at all) and also how frequently you unlock mods from 1-8 antes or rounds
I have changed literally everything and I've put it to start with no mods at all but in the shops are still some modded things like Jokers etc. And it only unlocks some mods when I put it on 'After every round' instead of ante but with the problem still
I have and Interesting Idea, an option to disable most vanilla content (Except Planets bc there's is no alternatives for them) so you can only play with installed mods content
you can just use banner to disable vanilla content then
also certain things just instantly crash the game if their pool is empty
seals and probably smth else too
Is that another mod?
yeah
one moment ill grab the link
should allow you to just ban whatever you want without causing any issues
Why does it not work right? Instead of a mod, I get this :(
These are the settings and no mod is blacklisted
Are there any mods actually activated via superrogue?
No, I only ever got vanilla stuff
I meant did you activate any mods either randomly or through a pack
I’m assuming yes but I want to make sure
No, it never activated anything after an ante
I never even had the option to unlock a mod
Well you are on random mode, though it definitely should’ve unlocked some
Both that and the run info thing are weird
Any idea what the problem could be?
The no activation could potentially be from a mod conflict. No clue about the run info error text at the moment
There’s a relatively common conflict with ease_ante overrides from other mods that prevent SuperRogue’s ante check from triggering, but that should be fixed without me needing to add a compat layer next SMODS release
Just tracked down the issue with the error text, that one was relatively simple luckily. It also does seem like Random Mode's activation is messed up so I'll look into that as well
Ok if you were playing with Prism I somehow majorly screwed up that compatibility layer 😭
Pushing a fix for it now
I was playing with prism xD
There might be a different bug now...
This is there all the time and nothing seems to activate
Show me your mods list
Here
There’s plenty here I haven’t done tests with yet. I’ll take a look and see which ones mess with it
Okay, sorry for the trouble
The culprit is All In Jest. Will fix shortly
This is another instance of "I'll fix it for now but it will be a non-issue next SMODS update"
Is your All In Jest version from the releases tab or the repo directly (aka green code button)?
the fact that they haven't updated the version number has made this quite an ordeal for me to track this down
Should be from the release tab
Well that complicates things
There is something in that version that's causing the bug and I cannot track it down because of how github handles searching
I would unfortunately recommend not using AIJ until the next SMODS version releases
The dev version does not have that problem
Odd
Is there an option to randomize Starting Mods?
Not currently no but that shouldn’t be too hard to implement honestly
Along with that, an option to permanently enable mods that won't be part of the randomized ones
For use with mods that only adds extra Jokers
“Permanently enabled mods” is basically what the Starting Mods feature is currently
Yes, but I want some Starting Mods to not be part of the randomize if you add Randomize Starting Mods
If you specify a starting mod there’s no reason for me to put it in the randomization pool 
Ah right, brain fart 
Option to exclude from randomize then
I feel like that would end up making the config too big and not user friendly
Do the mod packs are Showman compatible?
That would be funny XD
Add a toggle for "Advanced / Extra Settings" maybe, could help with bloat?
They are not
If I were to do this I would want to make it a page scroller because both adding onto the page or adding a new tab would cause a ton of bloat, and unfortunately I don't actually know how to do that at the current moment. I can definitely do random starting mods though, just without the fine tuning
Hopefully this will be sufficient. The highest option will change depending on the number of mods you have that SuperRogue can activate, so you can always theoretically make all of your mods "Random Starting Mods" if you wanted to for whatever reason
That was quick, appreciate it
Going to be a staple in my modlist
Are packs from not activated mods supposed to show up in the shop?
When I buy them they cost nothing and disappear, eats a booster slot though
They are not, sounds like a mod incompatibility with something that overrides get_pack for whatever reason
It's from Paperback
Also encountered blinds not working, not sure if that's because of this mod though (Prism - The Birch )
ugh so many overrides from other mods it hurts lol
Honestly I'm at the point where I'm gonna wait for the next SMODS update before doing more compat layers because I know that will fix a ton of incompatibilities
Valid
hi im here to drop a suggestion, what if you could unlock parts of mods rather than the entire mod
Certainly not impossible but it would be an undertaking that would require me to basically rewrite the entire backend
Has anyone every asked about an option to disable vanilla content
I’d love to be able to do a run with just the modded content and I’ve tried three other methods of disabling vanilla and none are working proper with my setup atm
I could probably make it work. I assume you'd wanna be able to fine tune what content to disable (i.e. jokers, comsumable types, etc.)?
Preferably, depends on how much work that is for you tho
Once I learn how to make pages in config tabs it shouldn't be terrible
Holy mother of mackerel
This mod gets even better every day
Thank you very much
I think is a "Take ownership" function getting a nil
Give me a sec to send the crash log
Looks like a bug with random starting mods actually
Being able to disable vanilla things is pretty useful for mod development
SuperRogue being more than a "for fun" mod is not what I expected lol
Idk what mod I have installed but it like breaks the game whenever I try to disable vanilla stuff
Like not crashes just starts populating the pools with default planet tarot and joker
I think I fixed it
Is there a way to disable vanilla booster packs entirely?
Actually could someone test something, I’m still getting strength cards and Pluto even with vanilla stuff enabled and I wanna see if it’s an issue just in my end
I think it might be something with the mod cause I’ve disabled almost everything else
The 98% rule strikes again
Ah well it’s great as is then
Also if I were to fully disable those objects, it would crash like immediately lol
I just find strength showing up so frequently I feel like
There would have to be so much jank involved to get the game to play nice with completely empty pools that it's just not worth it to see an empty shop lmao
Tarots in the shop are pretty common 
If you disable vanilla jokers, in rare occasions, Jimbo will appear in the store, kinda funny XD
I've been noticing some pretty consistent incompatibilities recently so I'm gonna try something today by changing my pool fixing method to something that's not as efficient, but a lot less likely to get overridden. I'm also just gonna backport the SMODS change that would fix things like Prism causing issues out of the box. I feel stupid for not just doing this before
Fingers crossed all of my bases are covered now
https://github.com/the-Astra/SuperRogue/releases/tag/v1.2.1
Does 1.2.1 fix the following
- Deactivated Mods Booster Packs showing up on the Shop
- Getting the same mod in Choose Your Mod
Or will these get fixed with latest smods?
Trigger Type - Ante + Mod Activation Mode - Choose | doesn't work on mobile, any ideas on why?
Trigger Type - Rounds + Trigger Count - 3 | works fine as a workaround
Unrelated, but is there a way to get Bunco's Spectrum Planets even without it being activated in a run?
You can get Spectrum hands but no way to upgrade, Seals don't produce the Planet card
The ante trigger type has been a common mod incompatibility issue which should be fixed with 1.2.1. As a sidenote, beware talking about mobile modding here as it is against the rules. The mod boosters showing up also sounds like incompatibility and the new method I employ should hopefully make it more resilient to incompats
Currently there is no way to add exceptions to specific objects so no
Vanilla exclusion is not working properly in latest update
I have no jokers selected and vanilla jokers show up during my run
Yeah it doesn’t work for jokers at all for some reason now in 1.21
You know what I think it’s good I think that update fixed what was slightly breaking other methods of disabling in the first place
Oh my god I found the problem
I may be stoopit
I think the latest version blocks arcana / celestial / standard packs from showing up
I don't use the disable vanilla content options
After enabling one Alchemy Pack
Figured it out. Total boneheaded move lmao
Works great, thanks for the updates
Unfortunately, encountering a new issue, crashing before loading into shop, I think it might be due to Prism?
Haven't tested extensively but haven't crashed since I made it enabled from the start
Could you send the crash report if there’s any?
I’m not sure if it’s just me but excluding vanilla didn’t work properly here
It might’ve been my set up tho I need to do further testing
And I’m not talking about a small issue I’m talking it was jimbo every shop
Yeah I think it still doesn’t work properly unfortunately
Any time there’s a mod and I exclude vanilla stuff just default options in the shop show up and nothing else
Yes I tried it with multiple different joker mod set ups
I am not experiencing this on my end. Jimbo will always show up with joker blacklist active and no mods activated during the run, but once a mod does get activated, Jimbo will disappear and modded jokers will show up. This is how it currently works for me and is intended
Weird, it keeps happening for me
I think it was a bad mod I had, i think it’s working now
I’d be surprised if that was a conflict but it’s not impossible I suppose
question, is there a option somewhere to have jokers from mods that are above rare to auto activate when a specific deck automatically adds it to a run? Like cryptid's wormhole deck with exotic jokers or paya's kaleidoscope deck with prismatic jokers? Unless the mods are activated beforehand it will just give a regular +4 joker
There is no option for that and probably will not have an option for that
Can there be any option for the mod that the deck (and sleeve) start activated since it kind of brakes silver deck from paperback without this proposed option.
I cannot do that currently. They way I have activation implemented is a basic pool hook, and Decks like that which add card objects will always be affected by it
Can there be any option to allow you to open a booster packs even if the mod isn't activated?
I don't think I understand this question
Wait sick
I've been thinking about attempting to (poorly) code almost exactly this for months now lol
Well, that saves me effort 😁

