Tabletop Simulator

Tabletop Simulator

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Too Many Bones: Trove Chest Edition [COMPLETE]
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File Size
Posted
Updated
7.363 MB
Dec 9, 2021 @ 8:01pm
May 19 @ 9:55pm
189 Change Notes ( view )

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Too Many Bones: Trove Chest Edition [COMPLETE]

Description


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Game Description
You and up to three other players are Gearlocs. Your homeland has been invaded by seven savage Tyrants, and the Gearloc Council has summoned you to defeat them. Draw daily encounters filled with tough decisions and battles as you make your way to the Tyrant’s lair. Discover powerful Loot and Trove Loot to help you on your way. Build your character and unlock new dice to roll as you take down unique Baddies, each with their own special abilities and traits.

Too Many Bones is created by the amazing people at Chip Theory Games
Chip Theory Games[chiptheorygames.com]
Gameplay content
  • Too Many Bones
  • Too Many Bones: Undertow
  • Too Many Bones: Splice and Dice
  • Too Many Bones: Unbreakable
  • The Automaton of Shale
  • 40 Days in Daelore
  • 40 Waves in Daelore
  • 40 Caves in Daelore
  • Age of Tyranny
  • Rage of Tyranny
  • All Gearlocs

Additional content
  • The Gearloc Child
  • Tink bot chips
  • Ghillie companion chips
  • Promo: Trollin' 4 Fools
  • Promo: Book of Secrets
  • Promo: Box of Endless Adventures
  • Promo: Magnetic Bone Key
  • Promo: Forbidden Gems
  • Promo: Future Back Injury
  • Promo: Ace in the Troll
  • Promo: Riffle's Jokers
  • Promo: Crossover Loot pack

Automation
  • Standard game setup
  • Undertow campaign game setup
  • Age of Tyranny campaign game setup
  • Automaton of Shale game setup
  • Nobulous Apprenticeship Program setup
  • Scouting 1/5/20 point baddie stacks
  • BQ setup, auto-shuffle and return of discarded baddies when running out in the Active Stack.
  • Baddie setup to the Battle Mat
  • Dart mat flipping and scripted Dismount button to ease separation of the chip stacks when Dart is riding Boar'd
  • Lab Rats mat and chip stack movement
  • Break Keeper challenge
  • Encounter cover card
  • Day counter chip rotation
  • Adventure Mat tracking bead automatically set when increasing the Progress Point tracker
  • Tink selector die rotation
  • Health tracker max health auto adjustment
  • Baddie and Gearloc health tracker that will keep the health chip stack updated to match the current health
  • Health tracking indications have a selectable viewing angle of 0, 45 and 90 degrees
  • Static's Knuckle Duster are automated to insert into Baddie Chip stacks
  • Carcass has automation for Troll Call skill and support for an Encounter Discard Pile.
  • Reset Status dice or each Gearloc Atk/Def dice
  • Auto-cleanup of Atk/Def dice on demand as well as a reset Skill Die function when finishing an encounter
  • Unbreakable Darkness automation
  • Unbreakable Battle Mat lava chip movement
  • Carcass mechanic automation

3D models
  • Trove Chest
  • All chips
  • All mats
  • Gearloc trays
  • Tyrant trays
  • Dice/Chip trays
  • Card tuck boxes
  • Game boxes for all TMB content
  • Control 'Ur Roll dice rolling tray

TTS Configuration note:
For best results while playing the mod, use the TTS setting -> Physics = Full TTS.

This mod works best when TTS physics have been turned on completely. Symptoms of having TTS physics set to to a less than full value: Placing a Stat die in a Gearloc mat's Health slot doesn't increase the Gearlocs max health in the health counter. Decreasing health on a Baddie or Gearloc leaves the chip stack floating in the air.

To set the physics value go to Options -> Physics -> Physics and set it to "Full"

General
I had a lot of fun making this mod so that I could still play with my friends once we were no longer able to meet in person to play the physical game due to pandemic style quarantine. This mod has a lot of content and if something is not working right let me know and I'll do what I can to fix it.

- I've redone nearly all artwork for the game assets though there are still some re-used bits from the excellent mod made by Minion Number Q.
- All the scripting in the mod is new
- With the exception of the Gearloc dice tray the rest of the 3D models in the game were made by me though they are very simplistic.

Credits
  • This mod was is a labor of love for the Too Many Bones game system created by Chip Theory Games. Thank you CTG for your dedication to making the best game experience possible.
  • Gearloc Summary cards created by honkahonk from the BGG community. Thank you for letting me use your excellent work. Find the latest version of these summary cards here: https://boardgamegeek.com/filepage/259903/gearloc-summary-cards
  • Thanks to assistance from members of the BGG community I've received a number of updated quality artwork and better coding solutions to use in the mod.
  • Thanks to Minion Number Q for their implementation of the game. (Too Many Bones - Scripted Player, Campaign and BAT Setup (Complete up to 2020)) This was my starting point in making this mod.
  • 3D model for the Gearloc dice tray created by FinneganFalco and is available for 3D printing. (TMB Gearlock Dice Tray v2[www.thingiverse.com])
  • I'm using modified code from the Stats Counter uploaded by Baobots. Thank you for creating that counter mod.
  • I'm using a version of Mr. Stumps Yet Another Roller that I've modified for use in this mod.

Popular Discussions View All (12)
143
Apr 9 @ 6:41am
PINNED: -- Bug reports --
Trindall
73
Feb 9 @ 7:29am
PINNED: Requests
Trindall
0
1
May 9, 2023 @ 6:37pm
PINNED: --How to use the mod--
Trindall
241 Comments
tuananhtd Nov 19 @ 2:00am 
Thanks, now I know why most of the mods put things out on the table.
Trindall  [author] Nov 18 @ 6:58am 
I don't have a lot of times when I use this method to attach code to an object versus just connecting it the normal way. For the times that I did it this way I just have a TTS save state with the object already on the table and write the code normally, test it in game until it is exactly as I want it, then just add it into the [[ ]] block and then return to the normal game state where that object is nested inside of other bags.
tuananhtd Nov 17 @ 7:44pm 
When you write code in Lua's long string syntax ([[...]]), isn't it hard without the autocomplete? Have you tried writing the `deck_box_script_payload` in an actual Lua code and have a custom build tool/ script to extract it content and put it inside the [[ ]]?
Trindall  [author] Nov 17 @ 7:36am 
@tuananhtd
You are correct. The payload for the "objectPayload" is just lua code but set as a multi-line string and it is in a .lua file. Below is a truncated example

Code in D:\TTS\tts_too_many_bones_trove_chest\gearloc\trays\riffle.lua

```
require("utility/scripts/riffle_deck_box")

-- Add scripting to card deck box to handle adding Jokers
card_deck_box.setLuaScript(deck_box_script_payload)
```

Code in
D:\TTS\tts_too_many_bones_trove_chest\utility\scripts\riffle_deck_box.lua
```
deck_box_script_payload = [[
function SetCleanupDeck(deck_guids)
deck_box.cleanup_deck = deck_guids
end
.
.
.
]]
```
tuananhtd Nov 16 @ 8:33pm 
Thank you, @trindall! I want to organize my project similarly, so it is manageable for a game with this complexity.

Another question, I saw that you use setLuaScript(objectPayload) quite often. How do you construct the "objectPayload" string? I guess that its content should be in a .lua file and then somehow bundled into a string?
Trindall  [author] Nov 16 @ 11:25am 
@tuananhtd
The source code for this mod is in a private github repo. I use VS Code with the TTS extension and the workspace is the local files of my git repo. When the Tabletop Simulator Lua plugin saves the code to the TTS mod is scrapes the local files and packages it into the json that TTS uses for the mod.

To reverse this without having the source code I imagine that you can go a few routes. The in-game script editor in TTS will have the full code in each object. A quick Google search shows that there are tools like "TTSLuaExtractor" that may also work out for this type of thing.
tuananhtd Nov 16 @ 2:18am 
How to structure Mod code like this?

When loading the script with the TTS VSCode extension, I saw only the require line, not the actual game script. Do you have any way to get around this, or do you have to load the script into your repo to connect everything?
Leo Nov 4 @ 7:12pm 
Thank you. This mod is really well done.
Trindall  [author] Oct 26 @ 8:13am 
@Leo
When you make all of the game selections and the Battle Mat and accessories are deployed to the table you will find these dice along the bottom of the Battle Mat. All of the Poison, Taunt, Weaken, Lockpicking and other dice are all placed in a double row.

You can also see the while lines on the table for where these dice will be placed as it is the same spot where the large white button is placed when doing the initial game setup is being done.

If you happen to delete any of these dice while playing there will be a white "Reset" button that will re-spawn them all back in the same space.
Leo Oct 25 @ 9:21am 
Apologies if this has been asked and answered. I have looked through everything I could find in the game and quickly skimmed these messages but I did not find what I was looking for.

Where are the dice for things like poison etc that the baddies use for abilities? Do I have to find them in the player trays? Or is there an easier way to spawn specific dice that are needed?