Tabletop Simulator

Tabletop Simulator

Keyflower - (High Quality & Scripted)
23 Comments
Il-Roberto 18 Sep, 2023 @ 7:31am 
When I save, "Draw 1 worker" button disappears.
To fix insert
w1_button = WorkerDrawButtonSetup()

also inside

elseif season >= 1 and season <= 3 then
jupiter!!! 2 Feb, 2022 @ 5:27am 
cubeupload down, cannot import any image
Sunny Wong 25 Jan, 2022 @ 6:43am 
Thanks for your mod.
It is so nice for play.
But there are some tile's image can't load.
Goertzenator 18 Jul, 2021 @ 10:58am 
We just played this last night and it worked great! I love the hi-fi textures... it is hard to tell a screenshot from the real thing. The sorting bag also worked out really well.

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?
Obluda 17 Sep, 2017 @ 12:25pm 
My antivirus (Bitdefender) is blocking image downloads for this mod, any idea what might be going on?
Amaterasu  [author] 27 Feb, 2017 @ 10:03pm 
Wow can't believe I missed that... Don't copy and paste code at 4am kids.

Fixed with v1.08. Thanks for pointing it out.
rageassassin 27 Feb, 2017 @ 1:07pm 
There seems to be an error in placing the correct number of workers on ship tile 5 ianvincible (should be 5 instead of 6), but besides that good fucking job with this. This is the best scripting I've ever seen. And the quality is perfect.
Amaterasu  [author] 19 Feb, 2017 @ 5:13pm 
v1.07 - Green worker issue is now also fixed. 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.
Amaterasu  [author] 19 Feb, 2017 @ 3:38pm 
Yep you're correct.

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.
T.KAZ3-1 18 Feb, 2017 @ 4:01pm 
Also, as per usual, consider working on expansions if you have the graphics? I don't have the game IRL, but would love to see some expansions stuff as well.
T.KAZ3-1 18 Feb, 2017 @ 3:57pm 
Hi! Thanks for your awesome work! Now some rule errors...
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.
cG. KCIV 17 Feb, 2017 @ 1:38pm 
Fantastic!!!! My group and I are going to run a few games tonight, Can't wait to try it out! Keep up the great work!
Amaterasu  [author] 16 Feb, 2017 @ 10:12pm 
I took some of your feedback and made some changes. The advance button now throws a warning on the first click and cleans up the table on the second click (Or if the table state is clean just sets up the next phase directly). This should strike a good balance between automation and keeping players informed.

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).
cG. KCIV 16 Feb, 2017 @ 7:37pm 
the sorted bag contents is really awesome, I was just putting left over tiles into Sprint or Fall bags which would dump them onto the side.
cG. KCIV 16 Feb, 2017 @ 7:27pm 
yea having a bag that does that desginated for "finished" tiles would be good. Otherwise people could easily leave them in the wrong place without instruction otherwise.

Designating either a bag or location or something for that could be good.
Amaterasu  [author] 16 Feb, 2017 @ 4:03pm 
Yeah I hear you.

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).
cG. KCIV 16 Feb, 2017 @ 3:13pm 
I see, an automated clean up bag or something associated with the script was how I thought it would work. (check for all meeples removed when button press). Up to you though! Great script!
Amaterasu  [author] 16 Feb, 2017 @ 8:58am 
There's no real specific place to put tiles that aren't bid on atm and once the script sets up the round / season it's done with them. I was thinking of making a garbage bin but decided against it because players might want to just delete the tiles instead and it's extra clutter on the table.

They're technically considered "returned to the box" in the game and never used again.
cG. KCIV 16 Feb, 2017 @ 6:44am 
I wanted to ask a question on tiles that are bid on at all, should be removed from the board correct? Is there a designated place to put them? Or does the script handle this?

(talking about the hex tiles)
Amaterasu  [author] 16 Feb, 2017 @ 1:10am 
Thanks for the kind words!

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.
Franky 15 Feb, 2017 @ 12:55pm 
Good job, thanks!!!
cG. KCIV 15 Feb, 2017 @ 12:52pm 
Wonderful!!!
darleth 14 Feb, 2017 @ 11:27pm 
Thanks a lot...