Tabletop Simulator

Tabletop Simulator

OneWorld Recycled
219 Comments
Саппортиец  [author] 9 hours ago 
I increased the delay before scripted zone spawns. There was an issue where the map didn't have time to load, but the zone was already taking its dimensions, which were zero. This problem will no longer exist (I hope).
The link error can't be reproduced. It's a really annoying intermittent bug...
Саппортиец  [author] 17 hours ago 
Very strange 0_o
I'll try testing it on your maps.
MurderHobo 17 hours ago 
I find that starting with new root bags and then adding my maps for some reasons fixes issues with maps working with the lock/unlock. Alot of maps when i drop them into one world do not spawn the packing zone. i get stuck in a loop of not being able to pack the map, because theres no zone, or clear or pack the zone.
MurderHobo 18 hours ago 
Still getting link errors, when i drop a completed bag, occasionally i get

Error in Script (OW_Hub - 55c90c) function <ParceData>: chunk_4:(451,4-36): attempt to index a nil value
Error in Script (_OW_wBase - 1053f5) function <ButtonLink>: chunk_4:(195,4-63): bad argument #1 to 'sub' (string expected, got nil)
MurderHobo 18 hours ago 
some further testing, and for some reason i have a map that isnt responding to locked or unlocked, its packing fine, moving things around, and building adjusted to changes, but the lock unlock feature isnt working.. just locked all the time...
MurderHobo 21 hours ago 
working great, packing and lock are working well. I rebuilt the table by exporting all the maps and then reimporting them and i noticed that imported maps or changing maps... sometimes the packing zone is not spawning. Some maps the packing zone spawns... some it doesnt. easy fix is to hit f8 and go back a map until the map spawns and then one world logo forward and the packing zone stays
MurderHobo 29 Oct @ 7:25am 
Excited!
Саппортиец  [author] 28 Oct @ 9:05pm 
Lock and Pack have been fixed
Саппортиец  [author] 28 Oct @ 8:06pm 
Thank you for testing
MurderHobo 28 Oct @ 8:03pm 
AH ok very cool... im using my bags in your room and some maps are acting differently now. Ill check again tommorow. Its bedtime for me... thanks
Саппортиец  [author] 28 Oct @ 7:49pm 
Oh, yeah, PACK isn't broken. I just reworked BUILD's functionality, and it slightly changed how PACK works. I'll fix it now.
Саппортиец  [author] 28 Oct @ 7:43pm 
Facepalm. I'm a genius; I compared a symbol to a variable and couldn't figure out why it wasn't working (locking objects).
MurderHobo 28 Oct @ 7:31pm 
Also, https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3595515607 this is a room with the last version (locked everything) ... this room has the "Zone is busy" error, I usually pack the "harvest moon Massacre" image and then carry on.. BUT... go to the CHAPEL map..... build it and remove the 4 brown bags i accidently left on the map.... and then pack the map. after packing it... i can no longer BUILD the map... delete the 4 bags and cant build. SO i feel like PACK is broken... PACKING should save the current table configuration and any changes and only pack stuff in the packing zone, not stuff i drag out of the packing zone
Саппортиец  [author] 28 Oct @ 7:28pm 
Hmm, I can't reproduce the error (I'm taking ready-made maps and linking them to each other). Can you share your table for testing?
MurderHobo 28 Oct @ 7:27pm 
Hey :) Spent some time with the new version, everything is unlocked now all the time. I lock everything and pack the map, and everything comes back unlocked. Also I feel like i either don't understand "PACK" or you have a different idea for its use.

Regarding "PACK", if i change something on a map, like delete a mini or bag or even move something outside the pack zone.... and hit pack... it grabs everything that was on the map in the original pack, even if its outside the pack zone. I have a map where the collider for a mini has a broken link.. i fix the link, pack the map, rebuild the map and the link is still broken. It looks like its packing everything, but its not making changes, it just rebuilds the map the same way.
MurderHobo 28 Oct @ 6:20pm 
Ok so apparently there is an error in one of my bags, if i import my bags onto your one world table, things work. I think this error is created from whatever is causing the "zones busy" and pack an empty table to fix gimmick. I exported all the maps and deleted all the one world, imported your new one world and created new bags, I put 2 maps in the system and drop the link for the second map on the previous map and get this error when i click the link

Error in Script (_OW_wBase - 1053f5) function <ButtonLink>: chunk_4:(195,4-63): bad argument #1 to 'sub' (string expected, got nil)
MurderHobo 28 Oct @ 4:17pm 
I copied the new one world, and vbase and wbase onto my table, (used existing bags with maps) and get this error everytime i try and build any map

Error in Script (Deadlands WW - b1a526) function <CreateBagBuild>: chunk_4:(60,4-49): attempt to index a nil value
Саппортиец  [author] 28 Oct @ 6:22am 
I resolved the script zone issue with additional checking. I also checked the issue with lock objects; the check was specified incorrectly. I couldn't catch the link bug.
MurderHobo 26 Oct @ 9:47am 
setting up my halloween one shot, was alot of map building and editing and stuff... i am still getting the table is busy error as well.. i just move around in one world to the "cover page" a page that has no models and is just there for theme or info like a map... and i pack on that empty map, it packs and gets rid of the "current zone is busy"... not sure why i get this message... i always run one world out to END before saving the session
Саппортиец  [author] 25 Oct @ 11:14pm 
O.o
It's very strange. I've never encountered this error before, even though I often disconnect links to make them more evenly spaced.
MurderHobo 25 Oct @ 10:45am 
been getting an error when i unlink, and try to put another link down on the hub page i just unlinked from.

Error in Script (OW_Hub - 55c90c) function <ParceData>: chunk_4:(452,4-36): attempt to index a nil value
Error in Script (_OW_wBase - 1053f5) function <ButtonLink>: chunk_4:(195,4-63): bad argument #1 to 'sub' (string expected, got nil)

I click the link, hit unlink, it drops the link on the table, i move the links to grab the link i want (because they land ontop of each other) and place the new link i want onto the hub and get that error. happened a couple times
Саппортиец  [author] 25 Oct @ 6:50am 
Got it. I'll see how I can solve the zone issue. I'll also rework the object lock, although according to the code, it should only do that if the object was locked :thinking:
MurderHobo 24 Oct @ 3:53pm 
Also is it possible to rework the LOCK everything on pack somehow? i would prefer to be able to have it remember what i choose to be locked or unlocked. I have a table with "archetype" cards that are two sided, they let players choose what kind of character they might want to play but when i pack they build all locked, i have to select and flip 50+ cards and using ALT to select sometimes grabs the bag hidden under the table and unlocks it.
MurderHobo 24 Oct @ 11:12am 
https://i.imgur.com/GJfK7i4.jpeg

this is a map i have been working on... on loading the room and going to this map before even building.. there is no packing zone present.... i have a few maps that do the same thing. what i do is leave show script box up, then go a different map until the packing zone spawns.. then use the world logo to scroll back to the table im working on
MurderHobo 24 Oct @ 10:54am 
The problem isn't really with the operation of the packing zone, more with me forgetting to move it back lol.. but i see what your saying, just resize it to fit. But here's the original problem... some maps i have built that i want to change, DO NOT have the packing zone box... i create them, pack them and then save the maps for later use... later use, usually entails me dropping the exported map into a different table where i actually play the game, not create the map.. and after importing the map and making some changes like adding villagers.. i go to re pack the map and there is no packing zone.. the map will pack correctly... but leave the villagers behind on the table. I have to usually go to a different map to get the packing zone to spawn then try and get back to the map i was working on and hope the packing zone stays... for some reason.. some maps do not spawn a packing zone.
Саппортиец  [author] 23 Oct @ 9:38pm 
Greetings.
There's no problem with the packing zone as such. By resizing and moving it, you can adjust it so that it covers the desired parts of the map when packing (for example, a map with floating islands, one of which is significantly higher than the zone. We stretch the zone, and now the island fits within the zone). If the zone returns to its original point, this will cause problems.
Regarding link navigation, can you describe how this works in more detail? There seems to be a working parent version. Or are you referring to a parent that also works with the constructed map?
MurderHobo 23 Oct @ 3:06pm 
Also some suggestions, be nice if there was a way to "spawn" the packing box when you hit pack... having to move the box to the side when i am building sometimes leads to issues when i hit pack and forget to move the packing box back to the center. this MIGHT be causing the issue, i dont know. but hitting pack, having the box spawn at 0,x,0 and then packing would be super helpful. also the clicking links always require a CLR the field... is it possible to change the links so that when you click on them they first CLR the current map, then take you to the link second? like the original... its much more fluid to move around the original.
MurderHobo 23 Oct @ 3:01pm 
So I've come across something that's a bit of an oddity, some maps don't have "packing zone" script boxes? From scratch i can import the map, build the map, pack the map, but there is no "packing zone box. When i try and modify the map and then pack it, it leaves the modifications on the table and packs only the original models. I am now starting to notice that some maps when i load them up are missing the "packing zone" scripted box.
MurderHobo 30 Sep @ 7:58am 
Ok, I gotcha... I figured that was what was happening as the packing area was the same size as the logo... Interesting that the logo is actually 1600x945 image with a 700x700ish pixel logo but it only picks up the logo part. It's all good. If it's working as intended. I can just resize before packing.
Саппортиец  [author] 30 Sep @ 4:59am 
Regarding the packing area. Your "original" map is much smaller than the "finished" map, so the packing area is small. In the link below, I've demonstrated the problem and a possible solution by increasing the size of the "original" map.
https://imgchest.com/p/vj4j8rlg378
Саппортиец  [author] 30 Sep @ 4:38am 
Ooooh, thanks man. The logo looks amazing!
MurderHobo 29 Sep @ 11:48am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3577210472

I went through all the maps I have been messing with and added the OWR logo to the bases in which i didnt want a different map sticking out. As i was packing the new image into these maps I continually had the same problem with the "Packing ZONE" shrinking down to a small size... for some reason when i built the maps the packing zone either didnt show up at all or it showed up small like this... https://i.imgur.com/JVKAiPe.jpeg
you can see the size is about 45, i checked the original size of and its 121.67, 10, 71.92. So i just resized the packing zone everytime.
MurderHobo 29 Sep @ 11:41am 
https://i.imgur.com/rD4MEn0.png

A logo that I made to help me with certain maps that didnt 100 percent fit to the table, I tried to circumvent the issue of having a different base image stick out the ends of the maps. Feel free to use this image as your thumbnail for OWR.
Саппортиец  [author] 28 Sep @ 9:55pm 
I would also like to thank you for using my mod and helping with testing.
Саппортиец  [author] 28 Sep @ 9:54pm 
I checked the table using your link. Something is indeed packing. I added the image to my test table as an additional map, and I also got the same error. But after restarting the table, the error is gone... I don't understand what it was or how to fix it.
MurderHobo 28 Sep @ 7:05pm 
Ahhh it appears i can just f8 and change the size of the save area manually and it saves everything... interesting
MurderHobo 28 Sep @ 4:43pm 
Can you have a look at this table, i thought at first i was getting the scripting bug, i cleaned my pc and found 3 instances, but this table is still doing the same thing after cleaning it.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3576799216

So whats happening is when you INIT this table and go to 1MAIN, and hit pack... its packs an object? Then close down OW and start it again and the 1MAIN table says no objects in the zone... i save the table, reload the table and INIT one world and im looped right back into the start, packing the 1MAIN zone will pack an object, then i can close down OW and start it again and try and PACK 1MAIN and again.. finds nothing.... but i save it and reload the save... right back to having an object there.
MurderHobo 28 Sep @ 3:14pm 
There has been a couple times i have moved the save area out of the way to create maps, and then forgot to move it back, also a couple times the save box hasnt been showing on a map i have already saved and dropped back into your version (wierd and doesnt happen all the time) Is it possible to have the save box reset its position first, then pack after its position is reset?
Thanks for your hard work. I am converting maps to your version for a couple reasons... the original i feel overall works better, seems more stable to me and is easier for me to fix maps by hitting the back in time button, also no save box makes creating and moving things easier, but your version with bigger maps is really nice, your updating yours which is nice and the new features like tags... genius!! being able to put NOPACK tags on my players minis, and NOINTERACT tag... those simple features are priceless for maps i have that have big bases. saves me time writing the no interact script on the piece.
MurderHobo 28 Sep @ 3:07pm 
Been working on maps, couple things. I have created a map, then saved it, then edited the name and i use the exit edit mode on one world, and it said the map needed to be cleared or packed, i packed it and it wouldnt rebuild... however i havent been able to replicate it. Also can you double the height of the save area. I have found a couple maps that i have moved over to you version have things like the steeples or bells of churches are higher than that save area. I had chatgpt double the value in your script and pasted it back in... but any updates you make im going to have to redo that. would appreciated if the save area was just increased in height as the standard.

couple other things that would be nice if you can do it, is make the links auto clear the map so i just click the link instead of getting the pack or clr map. The original OW for example lets you move around the world fairly easily by automatically clearing the map and then moving you
Саппортиец  [author] 24 Sep @ 6:21pm 
There was indeed a small error that did not affect the code's functionality, but simply displayed data incorrectly in the output.
MurderHobo 24 Sep @ 3:49pm 
If both bags are deleted and you hit INIT, you get the error
Error in Script (OW_Hub - 55c90c): chunk_4:(65,4-84): attempt to index a nil value

The bags spawn and you can rename them and start from there. Just wondering why the error. I usually start new bags with every table
Саппортиец  [author] 20 Sep @ 9:09pm 
The problems with the busy card are truly strange. The error is very strange, and the worst part is that it doesn't happen consistently, so it's impossible to catch and fix.
Саппортиец  [author] 20 Sep @ 9:08pm 
I'm a bit confused about the last question. Do you mean a clean OneWorld or a saved version with the map displayed?
MurderHobo 20 Sep @ 7:15pm 
also curious to know why you get an error when starting OW without bags? Thought that would have been fixed along time ago :)
MurderHobo 20 Sep @ 7:13pm 
nice addon of lifting the models up to the zone packing level so models dont get buried in the table... i had a map with a statues that was sunken below the table... interstingly enough when after packing and rebuilding the map... i had 2 statues in the spot, one sunk and one up higher. I also got a bunch of errors with maps today and lastly i got the "current zone is busy" error again. packing the main map fixed it... dont know how im getting it but it happened on the build before the latest one.
Саппортиец  [author] 18 Sep @ 4:51am 
In the latest update, I added a nice little feature to the project code. Well done to the first person to find it. :meephappy:
Саппортиец  [author] 15 Sep @ 2:36am 
Everything works for me without problems. There are no errors after packing brown blocks
MurderHobo 14 Sep @ 12:20pm 
think i might have figured out what went wrong, i moved the pack zone, then packed... it packed but then caused an error... is it possible to move the pack zone to its original position everytime you hit the pack button automatically? so i hit pack, it moves the pack zone to its intended location, then packs? i thought this was a feature you implemented but it doesnt seem to be working. maybe it is, and ive done something else
MurderHobo 14 Sep @ 11:35am 
im finding that if i build a map, then pack a map, the build option disappears
MurderHobo 14 Sep @ 11:29am 
Heya, was farting again today, just tried to add some brown fog of war blocks i use to a map and repack it... got an error. Uploaded it here for you to check... https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3560547621 just added blocks and packed and got an error