Conversation
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(is draft because readme and release workflows need adjustments for obvious reasons and I'd like advice on what the best course of action will be on that) |
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hey! not sure how's this been going but is there any build for now to test things out? |
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I'll need to expand the release pipeline, but don't worry about that, I'll take care of it once this PR is merged. |
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Hi! I recently tried this on NixOS and I was able to make it work using a custom flake. Thanks @vgskye for the port! Here is some system information: Note I am removing /nix/store paths and replacing them with HFS ones to make the reading easier to everybody. I do not think this problem is HFS related. $ rustc --version
rustc 1.82.0-nightly (8b3870784 2024-08-07)
$ love --version
LOVE 11.5 (Mysterious Mysteries)Repository status when built: When I start Balatro from a directory containing the extracted game files, lovely detects the process name as The same behaviors is shown if love is launched against Note As it is possible to see from the output, in both cases lovely seem to be working by loading a sample test mod that in turns prints 'Hello world!'. Unfortunately, lovely was not able to detect the game name since Do you think there is an easy way around this? An option would be the ability to specify the game name via CLI, or an environment variable. In that way, it would be possible to specify the game name in the wrapper script and skip the game recognition via command line heuristics. Update: unzipping the latest Steammodded alpha 1.0.0 on the |
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I will update this to be properly formatted when I get a chance later tonight, but I only have a minute and I want to make sure this doesn't fall out of my head. The workaround here is to "build" an executable version of the Balatro app. Essentially inside the steam dir you: I think this might be an issue in love. |
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EDIT: I have no problem with the symlinks so far. Your hack works. I do not like it a lot because I need to apply the following patch in Linux no matter what if the user wants mods installed or not: --- result/share/balatro/globals.lua 1970-01-01 01:00:01.000000000 +0100
+++ result/share/balatro/globals.lua 1970-01-01 01:00:01.000000000 +0100
@@ -56,6 +56,14 @@
self.F_CRASH_REPORTS = false
end
+ if love.system.getOS() == 'Linux' then
+ self.F_SAVE_TIMER = 5
+ self.F_DISCORD = true
+ self.F_ENGLISH_ONLY = false
+ self.F_CRASH_REPORTS = false
+ self.F_NO_ACHIEVEMENTS = true
+ end
+
if love.system.getOS() == 'Nintendo Switch' then
self.F_HIDE_BETA_LANGS = true
self.F_BASIC_CREDITS = trueSo basically what I am doing right now is: unzip, patch, zip, concat with love, create script / desktop to run the game. Thanks for the help! |
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Hi @vgskye, update this branch and I'll give it a review. |
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For anyone having trouble I spent a few hours and figured it out! I have a full write up of instructions to using Balatro on linux and building lovely-injector for linux use. Works perfectly and runs natively instead of through wine/proton. |
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Hey all, this PR has been updated and merged (#102). Huge thanks for all of the work and discussion that has gone on in this PR, y'all are great. |

changes lovely-mac to lovely-unix and modifies it to use
LUA_LIBinstead ofdlopen()ing a new one. this alongside a straightforward path addition forLUA_LIBis sufficient to get linux support.