Tabletop Simulator

Tabletop Simulator

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Quacks of Quedlinburg with Herb Witches and Alchemists (scripted)
   
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Type: Game
Complexity: Medium Complexity
Number of Players: 1, 2, 3, 4, 5
Language: English
File Size
Posted
Updated
1.075 MB
Nov 24, 2020 @ 4:42pm
Jul 27, 2023 @ 9:46am
16 Change Notes ( view )

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Quacks of Quedlinburg with Herb Witches and Alchemists (scripted)

Description
My pass at an (earlier) scripted version of Stampy’s solid Quacks of Quedlinburg (w/ Herb Witches) mod.

...added the components for the Alchemists expansion, but not automated.

Rundown of the scripted/QOL features:
1. Automated setup (books and witches can be setup manually by rolling the dice)
2. Auto/Manual shuffling of bags (auto shuffling when a token is put into a bag)
3. Automated ingredient pulling from player bags
4. Tokens are clickable to purchase ingredients (same with Rubies)
5. Automated pot clean-up
6. Automated cherrybomb tracking and pot explosion management
7. Holding bowl for ingredients (relevant to some game mechanics)
8. Automated turn management (click on the turn token or button above the scoreboard)
9. Mandrake and Ghost Breath purchase logic
10. Coordinated end of game bag drawing functionality using hidden zones
11. 1st player token (big potion bottle)
12. Slightly larger tokens by the bags to make it easier to click them (for auto purchase)
13. Automated fortune card draw (click the button / 1st card drawn as part of the initial setup)
14. Seated player detection (streamlines the end of game logic)
15. Automated 5-player setup (adds all of the tokens to the bags)
16. Automated rat tail calculation and corresponding pot adjustment
17. Cherrybomb limit logic for the Mandrake's 3rd ingredient book
18. Additional chat notifications for player actions, pot status, purchases, etc...
19. VP management buttons (per player)
20. Player VP tracking (visually) and real-time player rank/score display feature

Game can be played without the expansions by ignoring those pieces. A number of components are locked down to help with keeping the scripts operational, but objects can be unlocked as needed (just don't go crazy).

Feel free to raise any suggestions for extra tweaks to the mod.

Enjoy!
47 Comments
BrickHouse  [author] Nov 11, 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 Nov 11, 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] Aug 31, 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 Aug 31, 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 Aug 31, 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] Aug 29, 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] Aug 29, 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 Aug 29, 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] Aug 4, 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 Aug 3, 2023 @ 5:20pm 
Any chance of making this a 6 person table? Love the mod btw! thank you!