Tabletop Simulator

Tabletop Simulator

Keyflower - (High Quality & Scripted)
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Update: 27 Feb, 2017 @ 10:02pm

v1.08 changes:

- Fixed meeple placement on the 5th ship. Should now be 5 meeples instead of 6.
- Increased height of hidden zones to avoid lift height issues.

Update: 19 Feb, 2017 @ 5:42pm

v1.07.1 changes:

- Minor text fixes and description added to the green worker bag.

Update: 19 Feb, 2017 @ 5:12pm

v1.07 changes:

- Fixed issue with green workers not being sorted into the general worker supply.

Green workers will properly shuffle into the general worker supply and potentially arrive on new ships or be drawn.

All the bags except the green worker bag itself will now sort green workers properly into the worker bag. If for any reason an extra green worker is accidently drawn simply place it back into the green worker bag / supply directly. This will avoid the auto sort.

Update: 19 Feb, 2017 @ 3:22pm

v1.06 changes:

-- Fixed 4 player setup bug that was introduced with the 1.05 recode. The 4 player version was only dealing 2 winter tiles per player rather than 3.

Update: 17 Feb, 2017 @ 7:12pm

v1.05 changes:

-- Adjusted Zone spacing and sizing using the new tool in 8.7.

-- Unused player hidden zones will now be deleted in lower player count setups.

-- Adjusted the positions of starting tiles / resources to better fit new player zones.

-- Adjusted 2 / 3 player setups to stretch a little higher now that the hidden zones are gone.

-- General code clean up / re-codes (v1.04's global script was 2690 lines and v1.05 is now 1921 lines).

Update: 16 Feb, 2017 @ 9:33pm

v1.04 changes:

-- All bags are now scripted to auto sort everything to it's proper home (Including the First Player token now).

-- Bags are no longer deleted after their contents are no longer needed. Unused tiles will be sorted back into these bags.

-- A discard / sorting bag has been added (Blue one in the corner). This will act like the other bags and sort content but this bag will not throw any warnings / error messages and is intended for returning a giant handful of items to the appropriate bags with ease. Basically you should put the resources back in the appropriate bags or just dump them all in here to return them. It's prefered to use this to discard skill tokens as the script will reorient them and make sure they're face down.

-- The advance to next round function is now able to clean up the table. This works as follows:

1 - If the table state is clear to advance the script will just setup the next round / market and fill the ships.
2 - If the table state is not clear (Season tiles / workers remaining in the market place / center of the table) then the game will throw a warning to the players explaining the situation. Pressing the advance button again will forcibly ignore the warning and clean the market place by sorting the items into the proper bags. The next round / season will then be setup.

-- Redrew the scripting zones for the market place and split 2-3 player, 4 player, and 5-6 player into different zones. This should be a little tighter than the old setup to prevent accidental tile loss on cleanup.

-- Minor tweaks to some error messages. Trying to find the right balance between spamming players and making sure people are informed.

Update: 16 Feb, 2017 @ 12:48pm

v1.03 changes:

-- Tile bags are now scripted. Anything accidently dumped into one of the tile bags will properly sort itself out. So if tiles from the fall or winter are accidently placed in the summer bag they'll be properly stacked back in their own bags and get shuffled. Resources will get put in their properly allocated bags as well.


-- Added shuffle on load. (There was a shuffle performed in the setup before. This is just a tweak to help anyone setting up manually.)


-- Fair amount of rescripting to base a lot of the code off object name rather than GUID. Avoid renaming objects.

The reason for this is that the GUIDs currently get reassigned / act like cloned objects when using the self.takeObject() command to sort items making them completely unreliable as reference points.

Update: 16 Feb, 2017 @ 12:58am

v1.02 changes:

- We have scripted resource bags now! Any workers, resources, or skill tokens dumped into the bags on the right / resouce side of the board will be auto sorted into the correct bags and shuffled. Yay automation!

- Repositioned some of the bags to mitigate clipping issues with the hidden zones during setup.

While this again should be fine 99% of the time TTS does have issues with hidden zones. With the new bag layout the only tiles that ever touch a hidden zone will be the winter tiles delt at the begining of the game.

Update: 14 Feb, 2017 @ 10:44pm

v1.01 changes:

- Fixed invisible bugged fall tile? Not sure how this happened but there it is. This maybe related to hidden zone issues with Tabletop Simulator in general.

- Tweaked script timing to allow for slower systems / rare processing glitches. The tiles have to 'fall' into place before the script locks them (Byproduct of the way TTS handles flipping the tiles unfortunately :( ). 99% of the time it worked fine for me. I added 0.5 seconds to hopefully get that to 99.9% success.

- Added bag scripts to the summer/fall bags to prevent unwanted items from being dumped in.

- Updated a few warning messages to give more info.

Update: 14 Feb, 2017 @ 8:08pm