Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Even then all I have are hypothesis and the end result and no clue how to even test the cause, and especially no idea why only these tables would be impacted and not every single subscribed TTS mod.
It doesn't explain why these three tables are the only tabletop sim mods that have this ability.
It only appeared after I started mixing local-installation mods, and steam workshop mods, so I imagine it's something strange about the how steam handles incredibly large mod collections, or something about the metadata of said mods which steam decided to mistake for workshop ID's.
I did some digging and there's nothing within the code that resembles a steam workshop ID, but all I know is that for some strange reason, Rimworld, has a tiny chance to accidentally try to load these tables - easily fixed with a mod manager, and incredibly frustrating to deal with, but hilarious once I worked out what was happening.
I don't even know if this bug is reproducible, but I felt I had to leave a note in case anyone else finds Rimworld crashing and this seems to be the culprit.
I have no clue how repeatable this is, or what caused it, probably some sort of corruption on Steam's end, but it takes the award for the most unexpected cause of crashes I've ever seen.
I've had this mod installed far longer than Rimworld so how this happened is beyond me. Not even sure where I'd look for debug logs to solve this.
would be really cool if could to model my own table and room and upload that for play, is there any way i could change that?
Upon debugging, the nil value is oZone==data[col]["playmat"] when col equals Orange.
I don't even have an orange player - but I see from the zones that you have included a zone for an orange and pink player. Can you shed any light on this?
Thanks creator!!!!!!
other than that, this has been working amazingly.
I mostly wanna use the Encoder, and I can't get it to function on other tables, no matter how I stack them, so I'll use it mostly as-is.
So far the DnD is working out quite well though. This is the best table I've used for MTG which is why I reached out for help, but I completely forgot about GameMaster hands working really weird. Makes certain games just not function quite as well.
Is there any chance you could add all the counters to the tables? (like the goad counter for example)
After you swap green to black, save the table. Load it. Go into the Global script and change every instance of "Green" to "Black", until you reach the ------------- line (which separate the hand setup from a ton of other stuff).
I have only 20% confidence that this is sufficient. Chances are - everything still breaks and you still get a ton of errors. Gamemaster hands, drawing from decks, and a ton of other functions just work - differently. Like.. drawing from a GameMaster deck gives every other player a card instead. So...... I'm not sure this will do it for you. If it doesn't, I'm sorry - tough luck ^.^
I took a look at the scripts, but wasnt abke to find where they differ for each seat on the table.I can take a more dedicated look tonight, coming up on about a week of vacation from work, so Ill have a fair bit to learn what I need to to try to get it to function.
Indeed, if you mess/remove hand-zones - you'll get scripting errors - yep. The scripts for the hands stick around, and have to be removed uh.. within the scripts. No other way around it. So.. you DO need at least some scripting literacy to get rid of those. If you don't have any scripting literacy, sorry - can't help ya.
Perhaps.. you could leave the green hand zones as they are (or shift them a bit, but do NOT delete them) - and then place the new GM (black) zones in the same spot?
I tried just swapping the hands, but it throws constant script errors when I do so, and I am coding illiterate mostly. I can track down and modify code if necessary, but I'm clueless at starting it. Wanted to know if there's a way that I could fast-track it on my end? I'm not asking you to make an entire custom table or anything like that, just wanna know how I'd go about it.
For the game, we'd be removing the cannon, and most of the stuff from that side of the table for some of the other gubbins we're going to use, if the script errors are because of the turn order dice and that.
Options --> Turns --> Custom & drag the colors around
I didn't even think about you scripting auto rad resolution, which would be awesome indeed, but there's no need for that I think since most other "outside the game mechanics" don't have auto resolution and they work just fine for now, and rad counters aren't that hard to resolve.
Thanks for the tips!
Are you asking for a scripted shortcut to go through 2 players' turns instead of one player's turn at a time? If that's the case, indeed no there is no shurtcut for that.
I don't think I'm motivated enough to make one, it would just save ya'll a single click but it'd be a bunch of work for me.
Or am I missing something?
Note that there *is* an end turn keyboard shortcut at this table but just one turn at a time: 0 on the numpad.
@Rafaelh9siX: nothing to script from my end -- teams are a part of TTS core functionality: https://kb.tabletopsimulator.com/player-guides/teams/
Any plans on adding a Rad Counter helper card in there for the new Fallout cards?
please find somewhere else more appropriate
how about TTS's official discord [discord.com]?
Sry, I added the turn counters way after developing the rest of table and just sneakily linked them to the pre-existing chat command, since it's the one that was used whenever resetting a game.
You can also left/right click the counters to make them tick up/down.