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TTS seems to have an aversion to having both face up and face down chips in the bag at the same time. When I tried to return chips to the top of the bag face up the game started a weird duplication loop that ended up leaving behind many floating copies of the chip in the air and in the bag.
However this is driven by code so I can work around this.
Let me work on a change to:
1. Track face up versus face down chips in each bag internally in the scripting code.
2. When scouting a baddie stack I'll pull the first face down chip from the stack.
3. When returning chip to the top it will go to the top of the face up chips in the stack which sit above the face down stack of chips.
4. When returning chip to the bottom of the stack it will go face up to the bottom of the stack.
Naturally since TTS is using a bag for the chip stack you won't really see this behaviour and if you manually pull a chip it'll still be face down unfortunately. This is a limitation of using the bag in TTS as the chip stack rather than assembling an actual stack of chips in the mod.
Would this work out for what you are looking for?
Cheers
But it also seems to now attempt to perform arithmetic on a nil value if you try to use the Baddie Setup chip (or BQ setup tool) on a chip you had scouted and returned to the top
You are also right about where the chip should be returned to the top if there are already scouted chips on top. I'll need to redo the mechanism for doing that but I'll work on that next.
I'm also not happy with the bag hiding the chip stack which makes it hard to see what baddies on the top that you've already scouted. I want to add a new button that will lift up the already scouted baddies on top of the stack for inspection. It will then return them to the stack in the correct order once ready.
I'm hoping that this will make scouting in the mod easier to use.
It would be nice if the bag behaved more like an actual stack but to be fair even with an actual stack you can only see the topmost one without manually moving things around anyway, so when you have multiple baddies scouted you aren't much worse off with how it is.
But a button to reveal the known information would be great
Pressing the same button will return the chips to the stack.
When returning baddies to to the top of the stack after scouting they are now placed under the previously scouted baddies and above the rest of the not-yet-scouted baddies.
I could reconstruct enough to have Gale, Polaris, Figment and Static playable in the mod there are still cooking cards for Carcass that have not been shown off to the public yet.
If there is enough request for more Gearlocs added to the mod, with the understanding that the graphics aren't as good as they will be once the product is delivered next year, then I could try it out and see if it is good enough to use in the mod as a placeholder.
There is a sticker pack that comes with the updated Trove Chest that has Gearloc stickers for all of the new Gearlocs.
I use that artwork for the selector in the mod. If anyone is able to take a good photo of that sticker set then it'd make my life easier in adding the new Gearlocs to the mod. Otherwise I'll be mocking up artwork to use.
when i do "floating text" like that i usually try to keep it at around a 45 degree angle that way you can see and interact with it from most viewing angles.
I'm working on updating some of the 3D models in my other mod at the moment but let me see if I can get this change worked in presently for this one.
Awesome!
as a side note: I noticed you was loading in some modules or something in the code. I've scripted several mods and stuff on tabletop, but I don't really have knowledge of how that workflow operates. Is there any resources you could point me towards so i can look into it?
I never actually used the imported modules as I started small and added code organically to the objects. Then the code grew to such a level that it is a bit embarrassing how it is laid out. I really want to set up a git repo for the code, break it out into modules and clean up a lot of the code but I put it off in favor of other things. (I really do a lot of inefficient, silly stuff in the code that I wouldn't have done if I planned things out from the beginning.)
There are other mods, like the Gloomhaven TTS Scripted mod that has done this the "right" way and I've seen a git repo or two that could be looked through to see how things are done.
I'll need to look around to see if I can find them again. Below is a link to a simple description of the module workflow.
http://blog.onelivesleft.com/2017/08/atom-tabletop-simulator-package.html?m=1