Tabletop Simulator

Tabletop Simulator

Quacks of Quedlinburg with Herb Witches and Alchemists (scripted)
48 Comments
Nantes 20 Aug @ 10:28am 
Wonderful mod, all the QoL features I could possibly hope for! I'd like to point out an issue: the chip and ruby bags both look like bags (duh) and they're very close together, so it often happened that the players put the chips on the ruby bags or vice-versa. What's worse, when you add chips to the ruby bag, it counts as rubies in the counter, and then if you click to spend them, they get sent to the global ruby supply bag near the center! This caused one player to be missing two of his tokens for god knows how many rounds.

A few solutions I can suggest (I have no idea which are technically possible):
1- Make the ruby bag reject all tokens.
2- As an improvement to the previous point, if a player tries to add a token to the ruby bag, it gets automatically put inside the tokens bag instead.
3- Change the ruby bag to a treasure chest for less visual confusion
BrickHouse  [author] 11 Nov, 2023 @ 10:48am 
@Em, possibly. Gotten busier over the years, so harder to keep tabs on these mods from the pandemic days. I'm slightly constrained by the original table. In order to fit everything, I'd have to swap out assets and that could break snap points, logic, etc..

I added the space around the outside to at least give "some" room for the alchemist content even if it wasn't snapped near the actual table area. Not the greatest, but means to an end in a pinch.

Didn't realize there was a locoweed book issue. That I should be able to address. I'll try to take a look this weekend.
Em 11 Nov, 2023 @ 12:20am 
Hello, this game is great! The scripting seems to work well too. I am just wondering if you are planning any extra support for adding scripting for the Alchemist?
At the very least I quickly noticed a couple of issues:
-There is no room on the board to add the Alchemist flasks to the pot. If you try they don't snap correctly either
-There are no Locoweed books for the Alchemist set (only 2/2 Locoweed books in the center from the Herb Witches set)
Thank you and we look forward to playing more! :steamhappy:
BrickHouse  [author] 31 Aug, 2023 @ 8:42pm 
Appreciate the additional input. Let me know if you come across any finer details. I'll take another look this weekend and see if I can make it happen. Could be having all 5 players active, but that's just speculation since my earlier test was only with 4 players.
Crunchy 31 Aug, 2023 @ 8:07pm 
To further expand on it, any token that had been stacked on another during our game would not receive the correct Tails adjustment automatically at round advancement and there was an error generated in the game log. I'll be sure to get a copy of it the next time we have it occur.
Crunchy 31 Aug, 2023 @ 8:05pm 
The scenario when it had occurred was during the first round, we had player colors of black/purple, blue, red, yellow. Having Red stack on top of Blue cause the issue for us during the first round. Some players had also clicked on VP movement buttons prior to the start of the first round, where the pieces didn't move on the tracker from their default positions. Potentially this may have caused part of the derailment of the tracker?

I'll be testing out another game this weekend, so I'll try and get you a more robust description of how I was able to get it to occur and replicate. Cheers!
BrickHouse  [author] 29 Aug, 2023 @ 9:57pm 
Quick follow-up, it seems to be working for me when I advance the turn or manually adjust the VP. Is it with a particular player color you're seeing it happen (or colors)?

Double-checked my logic and it doesn't consider token height in the detection logic for position. In theory, all four could be stacked in the same spot and it would detect each properly.
BrickHouse  [author] 29 Aug, 2023 @ 9:22pm 
Appreciate the support Johnnyrags. That's a good catch on your part. I'll look into it and see what tweaks I can apply to make the detection a bit more intelligent in those situations.
Crunchy 29 Aug, 2023 @ 9:13pm 
Thank you BrickHouse for keeping on top of this! Played my first session with this scripted version last week and it functioned very well! The only issue I was able to locate is that when 2 player tokens are on the same square on the VP tracker, any token above the bottom token will count as 0 VP and the rat tail will not be assigned normally. You can manually make this work, but it appears that it has an issue detecting multiple tokens on the same VP tile. Also discovered that incrementing VP up and down with the scripted buttons will often fail to move your token if you've been on the same tile as another token also. Would be great to have them work normally, but it's minor as we can simply move the pieces manually. Cheers!
BrickHouse  [author] 4 Aug, 2023 @ 2:32pm 
@Oiljug, maybe someday I'll add a 6th spot, but the amount of snap points and repositioning required to get that additional player to fit will be a beast of an effort.
Ulysses S. Grant 3 Aug, 2023 @ 5:20pm 
Any chance of making this a 6 person table? Love the mod btw! thank you!
Kethrian 31 Jul, 2023 @ 8:32am 
It works! Thank you!
BrickHouse  [author] 27 Jul, 2023 @ 9:47am 
Give it a go now (posted the update mod)
BrickHouse  [author] 27 Jul, 2023 @ 9:43am 
Alright, good news! I was able to find an offline copy of the assets in my old archives. Looks to be working now, but I need to double-check a few things. I'll get it uploaded though today.
BrickHouse  [author] 23 Jul, 2023 @ 8:12pm 
Looks like the asset is no longer available. I'm trying to track down a copy of the original files and then post the mod again. Haven't found an old archive version of it yet, but I'll keep looking. I've reached out to the original creator to see if the files can be provided.
BrickHouse  [author] 23 Jul, 2023 @ 7:08pm 
Not sure. Maybe the original table got updated and something got skewed. I'll take a look.
Kethrian 23 Jul, 2023 @ 6:51pm 
The outer rim table area is no longer there, making the Alchemists expansion practically unplayable. Do you know what happened?
BrickHouse  [author] 31 Dec, 2021 @ 1:00pm 
Thanks for the support bird94us. That's interesting about the token duplication issue. I'll see if I can put in some fail safes to help with that scenario. Appreciate the heads-up. Glad you were able to rewind to a point to get back on track though.
bird94us 30 Dec, 2021 @ 6:35pm 
Spectacular mod, but we've just found one glitch: during the "draw four chips and trade one up" card, we all started clicking "Draw" together, and it started duplicating our tokens like crazy. We were able to Rewind time and get back to before that happened, but that's something you might want to take a look at. Basically if more than one player is clicking "Draw" from their bag at a time, it duplicates tokens.
BrickHouse  [author] 25 Nov, 2021 @ 4:11pm 
Added the rulebooks and a few other refinements to the mod (reference the change notes). I do plan on figuring out a way to add the most recent expansion, but table space has become limited... Might have to get creative.
BrickHouse  [author] 17 Nov, 2021 @ 9:19pm 
I can see if there is a PDF version to include with the mod for reference.
Lil Swamp Hag 17 Nov, 2021 @ 1:35pm 
Nevermind. I got the instructions from the base game that included the instructions for your mod. You should consider adding the game's instructions. It would be more user friendly. Especially for new players.
Lil Swamp Hag 17 Nov, 2021 @ 1:21pm 
So...how do you play? I've never seen this game before and have no idea how to play. There doesn't seem to be any instructions that I can find.
AzureGameUtopia (肥龍) 20 Jul, 2021 @ 5:53am 
Very THX. I use this mod create a game rule video. (chinese)
超級感謝模組作者的分享,讓我可以用來拍教學影片

Game Rule video
郎中闖江湖-規則 [agutopia.piee.pw]
BrickHouse  [author] 21 Feb, 2021 @ 12:13pm 
Much appreciated SaybleKitten! Thnx for the support.
SaybleKitten 21 Feb, 2021 @ 11:23am 
Amazing scripting, really just top shelf! Wish I could do as well!
brynrhydderch 21 Dec, 2020 @ 2:47pm 
Boom - my cauldron exploded! :steamhappy: worked 10 times in a row - you've cracked it :-)
Again, this is an awesome version and thank you for making it and maintaining it.
BrickHouse  [author] 21 Dec, 2020 @ 11:40am 
I think I've got it this time. Had some downtime during a meeting and took a crack at chasing this one down to the root. Tweaked a few spots related to the Mandrake pot limit logic, adjusted the associated scripting areas slightly and added a little extra fallback code just to be safe.

Tested across all of the cauldrons to be double-sure as well. Give this version a shot and let me know if it works for you now (optimistic that it should finally be the one).
BrickHouse  [author] 21 Dec, 2020 @ 10:58am 
Alright, some good news of sorts... I'm able to recreate your issue. I'll have time this afternoon to dig into it more, but where I've traced it down to is if you click the "pull an ingredient" button as the very first action vs. manually pulling the ingredient from the bag. I'm guessing there's a setup variable I shifted around while updating the logic for the Mandrake book.

For the immediate near-term, just manually pull an ingredient from the bag for the 1st draw and then you can use the button or manually pull as usual.

I should have this fixed by EOD though. Your specific steps below helped immensely in actually chasing it down. I had been manually pulling from the bag as it was quicker to test the cauldron. Should have known...
brynrhydderch 21 Dec, 2020 @ 10:03am 
Unsubbed, resubbed, can see Steam redownloading (can see new buttons for setup button for verification of version), still getting cauldron errors. Steps: Load in Quacks from workshop. Assets come in, loading complete. Click "Setup game" button - as only player I become first player, books and cards do their thing. "Game setup is complete, start mixing your potions". Click "pull an ingredient", ingredient appears. Drag it to correct spot based on number... Error. Also happens if I try to move the starting droplet or even the Rats tails rat. I've verified my TTS installation as well and all OK.
Error in script (cauldron - Green - 16a39d) function <startLuaCoroutine/countitems>:chunk_3:(42,2-110): attempt to index a nil value
BrickHouse  [author] 21 Dec, 2020 @ 6:40am 
Perhaps try deleting the version you've got in your workshop and unsubscribe/resubscribe to see if a completely new version fixes your issue. I'll keep trying to recreate your current issue in the meantime.
brynrhydderch 21 Dec, 2020 @ 6:07am 
sorry to be the bearer of bad news, but cauldrons still having issues indexing nil values :steamsad: . I have absolutely no idea why a fresh reload each time my end doesn't have the same outcome as your end.
BrickHouse  [author] 19 Dec, 2020 @ 3:53pm 
Biggest change in that version was the Mandrake logic for increased pot sizes (3rd book). I believe I chased it down to a rogue variable in the red, green, black and blue cauldrons. I've also attempted a revised fix for the save issue. Left the buttons in to force the setup button to appear if needed.

Fingers crossed...
brynrhydderch 19 Dec, 2020 @ 2:06pm 
Start button has consistently appeared (hurray!), however still sometimes getting cauldron counting errors (2 times of 10 worked perfectly, and I notice that it's not just Cherry bombs affected I see errors whatever you place when it fails).
But at least we can count up to 7 without running out of fingers :-)
(the version we played and it worked well was on the 5th December if it helps track down what has changed)
BrickHouse  [author] 19 Dec, 2020 @ 9:22am 
Was able to recreate your situation. Appears to be some shenanigans with the save logic I added for handling in-game saves related to the turn token. I've commented it out for now and added buttons to force the setup button to display if there continues to be issues (and a button to remove it too if someone accidentally clicks the button).

Let me know if that helps to at least get you back to gaming again!
BrickHouse  [author] 19 Dec, 2020 @ 8:50am 
Yeah, you'll get a cauldron error if you're not able to run the setup script as it assigns a number of values to get the ball rolling. I still can't recreate the exact issue, but I'll see if I can add a backup option that will force the setup button to appear in this particular instance.
brynrhydderch 19 Dec, 2020 @ 7:36am 
yes, multiple reloads attempted. When you click the 'advance to next turn' it moves to turn 2 and first player marker moves to a player. We just couldn't start turn 1.
Retesting cherrybombs as well and getting "Error in Script (Cauldron - Yellow - 0200f8) function <startluacoroutine/countitems>:chunk_3:(42,2-110): attempt to index a nil value"
BrickHouse  [author] 18 Dec, 2020 @ 10:02pm 
That's odd. Haven't changed anything major in over two weeks. Tried loading it up myself and it seems to be working. Is it happening every time you load a new game?
brynrhydderch 18 Dec, 2020 @ 4:45pm 
Hi - awesome work and really enjoyed first time of playing - However this time around no-one could see the start button seen in the screenshots? Also getting errors on cauldrons and cherrybombs not calculating.
tooth 6 Dec, 2020 @ 8:07am 
This is WAY better! Thanks so much!
BrickHouse  [author] 5 Dec, 2020 @ 10:05pm 
Not a problem to change (made the fix). Hopefully this version is less obtrusive, but still visible. I'll admit, I originally made the button really, really big to make sure people didn't miss it.
tooth 5 Dec, 2020 @ 9:16pm 
This script is great and me and my friends use it all the time. However we have had to resort to not moving the turn token to the last turn so the big "Draw/Pass" displays and covers up the board. Is there a way to add a toggle to turn it off or to place it somewhere less obtrusive?
BrickHouse  [author] 30 Nov, 2020 @ 9:06pm 
Minor fixes (pass button display logic for one) and added a rat tail auto-calc feature for end of turns. Also displays a summary of player points,rank, etc... This feature also provides for the foundation to do auto-ingredient placement, but that may take some time to hammer out given the sheer number of logic combinations involved. If there are slightly simpler tweaks of interest though, I'm all ears in the meantime.
BrickHouse  [author] 29 Nov, 2020 @ 7:06pm 
I did start to go down that path, but with the way I've got the pot explosion script working and certain token mechanics, it could create "false/positive" pot explosions by auto placing the token. But, as you pointed out, could make it optional and then allow individuals to make the call. Over time, I'll probably work on incorporating the specific token logic to allow it to be auto placed.
Problematic 29 Nov, 2020 @ 9:17am 
Solid work, i think only thing that its missing for me is auto token placement. Mby add it as extra option that you can ednable/disable?
BrickHouse  [author] 25 Nov, 2020 @ 9:47am 
Much appreciated! Started with wanting to add auto bag shuffling and then kind of snowballed from that point. Scripting has seemingly become my outlet for not being able to play board games in person these days.
Rhabdodon 24 Nov, 2020 @ 9:32pm 
This mod looks really well done! Looking forward to getting some people together to give it a try. Thanks for putting the time to make something awesome!
SteveWinwood 24 Nov, 2020 @ 7:23pm 
This is really well done! Will probably become my main version, definitely the easiest and best scripting I've seen for this game.