Tabletop Simulator

Tabletop Simulator

Burgle Bros. SCRIPTED with FORT KNOX and Lost Vision
56 Comments
wolfenfyre Oct 20, 2023 @ 6:40pm 
Appreciate! I detest "state"rule books as well.
DU-103BMXrider Mar 9, 2023 @ 2:01pm 
Beautifully made, thank you very much!
IrishCarBomb  [author] Jan 4, 2023 @ 6:35am 
Gazelle57, I believe this is an issue with the table I choose to put this game on. I am not developing this game anymore (maybe I'll get to it some day). There are two fixes: One, if you as the host hover over the card after it's been flipped and hit 'L' it will unlock the card, then hit 'L' again to lock it... and it will solve the issue of only being able to see half. 2, check out my Rick and Morty Version of the game... same game, just coded a bit better and has a Rick and Morty Theme.
Cheers
Gazelle57 Jan 3, 2023 @ 7:16pm 
Hi, Love your Burgle Bros game and play it multiple times a week however since the last update only the host can see the room cards when they flip on the board. For everyone else they only flip half way. This doesn't happen 100% of the time and because the host sees the cards correctly they don't know when the other players can't view them.The host can click on a character card to flip the room cards but it really takes some of the fun out of playing the game for everyone. I would greatly appreciate it if you would take the time to fix the program so it works correctly again. Thank you and Happy New Year!
Coop34 Oct 29, 2022 @ 5:25pm 
Have had a problem with the board cards not turning all the way over for the person who has joined the game. it only turns half way. There is no problem when the host plays. This started with the last Tabletop update. The host can hit a character card and the board cards will flip over.
IrishCarBomb  [author] Oct 9, 2021 @ 9:25am 
@Zeromus, Yeah I guess you can... I didn't take that into consideration when making the game... but if you select 2 players, you can just not play the second character or play both yourself. Either way, you can do it.
Zeromus Oct 9, 2021 @ 9:14am 
Thanks for the great mod. I was just wondering if there is a way to play with just one player. The rules seem to indicate that it is legal.
Knaughx Aug 29, 2021 @ 11:36pm 
Thanks!
Barna Aug 26, 2021 @ 9:15am 
and btw, if you have the game components and assets for Burgle Bros 2, can you share it with me?
Barna Aug 26, 2021 @ 9:14am 
heheheh i agree, i have that mod as well and it's so cooool! btw, i don't know if it's hard or doable but in the Burgle Bros app there are 6 missions available: Bank, Office, Fort knox, Citadel, Obelisk and Tower of Babel. Maybe it'd be interesting to add, idk
IrishCarBomb  [author] Aug 25, 2021 @ 4:53pm 
Sadly, I am not working Burgle Bros 2, I made my Rick and Morty version of the game, and fell in love with it.... now it's all I play.
Barna Aug 25, 2021 @ 12:21pm 
thanks for the mod, very well made and absolutely fun to play! Are you still working on Burgle Bros 2?
Wyrmling Jun 1, 2021 @ 3:38am 
@IrishCarBomb

Thanks for your fast answer. Did not have much time in the last days and took me a while to figure out, what happens.
The first two playrounds with my brother and me - standard game, three stores, 2 people no aditional stuff - we had this issue, The next rounds not. After a few testings i could now reproduce it constantly.
If you select „lost vision” and then deselect it and start the game, lost vision still is in the deck despite the removed selection. I guess whe just should have been more sure about our wishes ;)
IrishCarBomb  [author] May 9, 2021 @ 3:03pm 
@Wymling, I'm glad you're enjoying the Mod! Personally I feel I made better scripting choices on my Rick and Morty version of the game.... It's been a while since I played this version. I'm trying to recreate your issue, but when I don't select Lost Vision, those cards remain out of the decks. Could you tell me how you're playing, maybe I've got some bad code if you play say.... 2 floors, with 3 players... or something silly like that.
Wyrmling May 9, 2021 @ 1:16pm 
Great mod, thanks for your work.
We encountered just one little flaw - we can't deactivate „lost vision”. If we leave it unchosen we still get lost vision on guard moves (not a big problem just a little irritating).
theSchnucki Apr 27, 2021 @ 10:57pm 
This is fantastic. I had the chance to try it and we were all really impressed what a pleasant experience this was, game-wise and also script-wise.
IrishCarBomb  [author] Mar 25, 2021 @ 4:18pm 
Hey everyone, check out the RICK and MORTY Burgle Bros!! (1.5) Heist-O-tron!! =)
https://steamcommunity.com/sharedfiles/filedetails/?id=2428479948&searchtext=Burgle+Bro
Showboat Mar 17, 2021 @ 5:27pm 
That's amazing to hear, RE: Burgle Bros 2. This is one of the best mods on TTS. Great work on everything!
IrishCarBomb  [author] Mar 9, 2021 @ 10:41am 
Tim Gave me Burgle Bros two a while back, and I've got a mod made up... but I'm not sure it's ready to be posted. I've been working on a Burgle Bros 1.5 with Tim that I'm pretty excited about and I'll release soon-ish.

I'm glad you're enjoying the Mod.
[Oggy] Macros Mar 9, 2021 @ 12:28am 
Hey, we love your mod, and play it all the time over our physical copy bc it's just so much fun. Any plans on modding burgle bros 2?
IrishCarBomb  [author] Feb 7, 2021 @ 10:05am 
@Coop34, I loaded it up, and don't see any issue... let me know if you're still having problems.
Coop34 Feb 6, 2021 @ 2:02pm 
Updated. Ssripting isn't working. Can't place guard, Can't play game :(
IrishCarBomb  [author] Jan 24, 2021 @ 4:53pm 
@Coop34 and @Gazelle57, thank you for the kind words. I always enjoy hearing that people appreciate the effort put into these games. I'm glad you enjoyed it =)
IrishCarBomb  [author] Jan 24, 2021 @ 4:51pm 
@tuphat, Yeah, I'm aware of those issues... to be completely honest, I left this game because I'm working on a version with Tim Fowers that is... Burgle Bros. 1.5.... I'm super excited about it and I've worked all my scripting to make things way better.
Coop34 Jan 23, 2021 @ 7:27pm 
This is our go to game. The scripting is fantastic, loved the helicopter! Thanks for all your effort.
Gazelle57 Jan 23, 2021 @ 7:19pm 
Thank you! We have so much fun playing this game!
tuphat Dec 31, 2020 @ 10:58pm 
@IrishCarBomb Found an issue playing Fort Knox variant, not sure if this is known or something I'm doing incorrectly.

Selection criteria, 2 players, Generated, Fort Knox (5x5 grid, two floors)

Problem A: Revealing the safe places an incorrect amount of cracked safe tokens. The logic is placing 6 tokens based on 4x4 grid instead of 5x5 grid.

Problem B: Placing the sixth cracked token incorrectly bumps up the guards movement, additional tokens should be required to crack the safe on a 5x5 grid.

Problem A & B are related, which are the number of safe tokens required to resolve the safe. The Fort Knox variant requires 8 tokens, or possibly 7 if the open space is in line with the safe.
[Oggy] Macros Sep 2, 2020 @ 1:07pm 
Thanks for this awesome mod. We had a blast playing the mod for a few runs now after my game was collecting dust on the shelf. The scripts and the little things like the sound files and the chopper extraction at the end really at a lot to the flair of the game.
And the ease of setup and guard movement make this so much more fun to play!
IrishCarBomb  [author] Aug 5, 2020 @ 6:37am 
Oh, something that I might not have made clear.... the guard doesn't change destinations unless the movement piece is on the tile, regardless of if an alarm is going off anywhere or not. That is why, when playing with my friends, if multiple alarms are going off, we manually move the movement piece to the furthest or 'last' alarm tile he will go into. I'm sure I could code all of this, but alas, I've moved on from this project... maybe I'll come back some day.
IrishCarBomb  [author] Aug 5, 2020 @ 6:37am 
The rules state:
"If Alarms are equally close, the players choose which Alarm the Guard moves towards first"

- So I stand by what I said before, if there are two alarms the same distance away, the player gets to choose where the guard goes first...

- Personally, I think this is a flaw in the rules, one I've exploited in the past. However if I was to program the movement for this case, I'd keep in line with the closest, most clockwise, alarm would be the guard's first destination and so on... but that isn't adhering to a strict interpretation of the rules.
PesNitor Aug 5, 2020 @ 3:21am 
Fair. I just thought it's worth mentioning. I realize scripting proper guard paths would be a pain. That's why I suggested half-measure of not rolling new destination when guard steps on tile with active alarm. But like I said earlier I'm glad to have any scripting at all so I hope I don't sound too whiny. Thank again for taking time to make this:)

Also not sure if you misread the rules or mistyped in your comment but guards always go to closest alarm.
IrishCarBomb  [author] Aug 4, 2020 @ 9:43am 
As for shutting off all the alarms, the amount of coding I'd have to change to adjust the movement piece to the furthest alarm relative to the guard at any point was a bit too much for what it was worth.... instead, what we do is first try and set off alarms in a way that leaves the last alarm furthest from the guard, or we simply move the movement piece to the furthest alarm. Also, if there are two alarms the same distance away, the player gets to choose where the guard goes.. in all cases, we thought about it, and decided to keep it as is.
IrishCarBomb  [author] Aug 4, 2020 @ 9:43am 
Hey spinerot, the scripting isn't 'wrong' it just isn't what you're expecting. I don't have the guards turn off the alarms because while playing my friends and I didn't like that the number would change on the movement piece before we were done moving the guard.. so I left them manual, and you could turn them off after the guard finished his movement..Also, we didn't like having to drop the piece on every alarm tile on his way to his final position.. easier to move him along and shut off the alarm tokens at the end..
PesNitor Aug 4, 2020 @ 4:16am 
First of all - great job!

However the scripting is wrong for alarmed guards. First of all a guard stepping on active alarm doesn't deactivate it. This should be a relatively easy fix. Harder part comes because a guard always need to investigate all alarms before getting back to their regular rounds. They always should go to the nearest alarm as well, instead of the newest. As it is now you do need to remember to move guard "die" before stepping on an active alarm tile so I would prefer if at least it didn't roll new destination immediately after entering his destination. Preferably only if there's an active alarm there.

Having said that I still prefer fixing this by hand and having everything else scripted. Especially love the flipping tiles while stepping on them mechanic. Removes the need to declare if you're peeking or moving!
joshplayspokemon Jul 30, 2020 @ 4:53pm 
this is amazing! thanks for doing this :)
IrishCarBomb  [author] Jul 23, 2020 @ 5:06pm 
@JcRdz, yeah, I even added some padding on the side of the PDF so the buttons don't get in the way of the text.
JcRdz Jul 23, 2020 @ 11:30am 
THAAANKS for using a PDF and not a "state" version of rules :)
IrishCarBomb  [author] Jul 1, 2020 @ 1:35pm 
@Grup, It's not a bad thought to make it an option.... I'll think on how I'd do it....
Grup Jul 1, 2020 @ 4:21am 
@IrishCarBomb Oh forgot about service ducts, right. Not frustration, just a suggestion. I was thinking maybe it could be an option is all. And my guess is that these aren't in the original game, not because of some finely tuned dynamics, but because it would be near impossible to implement in the physical copy. But ... I understand. Your goal of not changing the game play makes sense. That's absolutely fine.
IrishCarBomb  [author] Jun 30, 2020 @ 8:18pm 
@ Grup, I can understand your frustration, I know I dislike it when I get secret walls next to secret wall with no actual walls around... or two service ducts right next to each other (just happened to me) but I hesitate to change the dynamics of the game. My scripting's goal is to only streamline the playability of the game on the platform of TTS, not to change the game. Those situations are inherently plausible in the table top game, so they need to be just as likely here. (in my humble opinion)
Grup Jun 30, 2020 @ 8:08pm 
Might be nice to change the setup so that secret doors are always next to walls, and the walkways are never on the first floor. Those are things that are close to impossible to do with the actual physical game but probably not too touch to automate. I don't think it would be a super change, but it just occurred to me.
IrishCarBomb  [author] Jun 30, 2020 @ 10:32am 
@ Herg Derg McGerg, thank you for the kind words. I just added some new sounds and settings, including FORT KNOX and LOST VISION! There is only one map currently for Fort Knox, but I'm going to add in a bunch of variations soon. Also, don't forget to place all your player tokens on the heli-pad to get the end game animation =)
Herg Derg McGerg Jun 28, 2020 @ 10:11pm 
So much fun! I love the sounds and the setting, so well done! I can't wait to see the new updates
IrishCarBomb  [author] Jun 27, 2020 @ 8:55pm 
@ SniperMacFox, Thank you, I appreciate it. Also coming SOON, FORT KNOX and LOST VISION !! I'm just testing it now, but it should be ready in a couple days! =)
IrishCarBomb  [author] Jun 27, 2020 @ 8:54pm 
@ Kuifie, yeah the way I build it, sadly control Z will break things. I'm working on a solution for that, but I'm unsure as of yet if I'm good enough to make it work.
SniperMacFox Jun 27, 2020 @ 3:57pm 
This is my favourite scripting of any of the board games on the workshop. Phenomenal work, thank you ever so much!
kuifie [za] Jun 27, 2020 @ 11:46am 
Love this version, thank you so much! Only problem though is the Ctrl-Z issue that breaks the script.
Azrael Jun 27, 2020 @ 8:47am 
This Version is really cool, but Undo-ing any action (or accidental deletion) will break the entire Script. The fact that scripts make it hard to interact with any token makes them difficult to remove on accidental placement.
gobaking Jun 21, 2020 @ 7:10pm 
Awesome scripting - it makes the game even easier to play. This game rocks! It's my new favorite game.
Framistan Jun 21, 2020 @ 4:01pm 
Wow, this is really nice! You've added a lot of stuff to my version that I've wanted to but haven't had time. I especially appreciate the improved background; that generic street I used really bugged me :) Thank you for picking up the ball and running with it!

Feel free to DM me if you'd like me to send you some of the Photoshop and Illustrator files I used to make elements like the board setup!