Closed CUexter closed 3 weeks ago
Mods are out-of-scope for this project. I'm not even sure if it's possible, given this. Nativefs might not even support Android.
I'm open to exploring this myself at a later point, but there are some more important things I'd like to tackle with the project first.
i want to know if external storage patch support this but i will try maybe on thursday.
I'd love to be wrong about this-- But I think that's an oversimplification of how it works.
I haven't looked in to this, mind you, so take this with a grain of salt.. I imagine full mod support would require a patched version of Steamodded that loads all the files from a location that would play nicely with Android.
If you're able to work this out, please let me know what you find. I'm open to making the necessary changes, or merging a PR.
While it doesn't solve the issue of installing mods on the fly on an existing mobile install, and not sure how LUA mods would work.
But any straight asset replacement mods can still be used by just directly modifying the files in balatro.exe (can change it to .zip) and using that modded exe with the APK/IPA maker.
Got a couple of card and enhancement texture replacements working on both Android and iOS.
So you're saying that the assets can just be packed into the exe, and do not need to be in the mods folder?
If that's the case, I can have Balatro Mobile Maker detect mods during the build process, and offer to automatically pack the assets with the mobile build.
no it only happens to simple texture, one mod of mine allow some sounds to be played when a tarot card is used
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From: Blake @.> Sent: Saturday, April 20, 2024 1:43:45 PM To: blake502/balatro-mobile-maker @.> Cc: CHAN, Lik Yan Nathan @.>; Author @.> Subject: Re: [blake502/balatro-mobile-maker] External assets of mods not being supported (Issue #34)
So you're saying that the assets can just be packed into the exe, and do not need to be in the mods folder?
If that's the case, I can have Balatro Mobile Maker detect mods during the build process, and offer to automatically pack the assets with the mobile build.
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i am sorry, but i have fixed the problem, the problem being that mods that have a folder named Assets need to be named assets in ios and android.
which is kinda strange because on linux it works fine as well.
so perhaps the most easy way is to turn any uppercase named folder to lowercase folder
if you want you can close the issue
i am sorry, but i have fixed the problem, the problem being that mods that have a folder named Assets need to be named assets in ios and android.
which is kinda strange because on linux it works fine as well.
so perhaps the most easy way is to turn any uppercase named folder to lowercase folder
Thanks for this info! I'll keep it in mind if we decide to implement official mod support.
I tried to install 2 mods but failed. It all involves accessing file that are not lua files. Maybe allow us to use external storage ?
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