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To fix insert
w1_button = WorkerDrawButtonSetup()
also inside
elseif season >= 1 and season <= 3 then
It is so nice for play.
But there are some tile's image can't load.
One small issue however: The "draw one worker" button disappears forever if you hit rewind. No promises, but if I provided you a fixed script would you publish it?
Fixed with v1.08. Thanks for pointing it out.
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.
Just looked over my previous versions and 1.05 broke the 4 player winter tiles. This was because I recoded the setup phase in 1.05 to better match the new zones and used looping to cut 700 lines of code from the script.
Just pushed out 1.06 which fixes it. The green worker issue might be a little trickier to work around because that's an ID change on the object. Let me look into that one and see if I can get it out in a 1.07 patch.
Also on the subject of expansion material: I own the expansions but I want to avoid this mod getting DMCAed. There are free setups for this game on tabletopia but the expansion content is all considered premium and I'm going to respect that.
1, For 4 players, each should have 3 winter tiles, not 2.
2, Green meeples that used for bidding (or worked on unbid tiles) should go to the big bag of other meeples as well, not the general supply of greenples.
I also changed it so that bags are no longer deleted. Any cleaned up / sorted tiles will just end up in their original bags.
There's also a new Discard / Sorting bag for returning items to their bags and shuffling. This one won't throw warnings and is the prefered place to dump everything. Resources will go back to their bags and tiles will be placed into bags in case they need to be retrieved. I also finished up the coding so that every bag on the table will sort everything (Although with warnings because it's not really intended that people do this).
Designating either a bag or location or something for that could be good.
Just without scripted snap points I don't really have a solid way of reading the state of the table. I don't know what's garbage and what's a mistaken item a player forgot. Some of the skill tokens / individual meeples can be hard to spot at times and a generic warning can just make people take a second look at the table to fully resolve things.
The nice thing now is that I have the tile bags auto sort content that's dropped into them. So you can just drag select all of it and drop it into one of the tile bags and they'll shuffle resources back into the resource bags stack the unused tiles (I'll be adding this functionality to the resource bags as well soon, though right now they just sort resources and don't differentiate between the tiles).
They're technically considered "returned to the box" in the game and never used again.
(talking about the hex tiles)
Just pushed up a v1.02 update and 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!
The only thing to note is that these changes do not impact the bags on the left / tile side of the table. Those should just generally not be touched unless you plan to play the game manually. I hope to get those fully automated / protected in the future as well but I've been running into bugs with the TTS api I'm trying to sort out.
Post here if you run into any bugs and I'll try and take a look at them. Instructions / steps to reproduce them would also help me out a lot in this regard.