Tabletop Simulator

Tabletop Simulator

Rattlebones
28 Comments
Adil3tr May 8 @ 3:27pm 
Nice. You should post it as an individual “replaceable face dice” mod because so many games use these kinds of dice and people need them. I tried to isolate them but they were erroring out, and obviously you’ve made them so much better.
FragaholiC  [author] May 8 @ 12:12pm 
Sooooo...I came around to improve the "Zap Dice" (yes that is what they are called) since TTS included functions a long while ago that makes it more stable to use. And now you can resize the dice, put them in bags and store for later or even copy with the face disks. You don't need the "Popper" anymore, you pop the disks via context menu.
I put them in my "RPG Dice Collection" where I recommend you get them from instead of from Rattlebones mod. Hope the dice are working just fine now, enjoy!

RPG Dice Collection mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=383336414
Adil3tr Jun 12, 2023 @ 10:28am 
I also made a standalone package of the dice from this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2988417879
Adil3tr Jun 12, 2023 @ 9:10am 
For anyone who needs the dice, here's a mod doing something very similar: https://steamcommunity.com/sharedfiles/filedetails/?id=2788635073
Wattakuki Sep 26, 2022 @ 7:04am 
I am also looking for the models of the dice, did anyone find out?
FromHell May 6, 2020 @ 12:09am 
Any chance to update this one? Pls? Or at least could u upload the dice assets, pls? I'm after the dice assets, in fact. Thanks in advance for your time, and great mod btw.
mageKnight Apr 3, 2020 @ 6:39am 
I would love to take a look at how you scripted the dice on this. But apparently all of the assets are missing, including the custom models, so it basically loads nothing.
Aeronomer Sep 9, 2019 @ 2:46pm 
Bummer
FragaholiC  [author] Sep 9, 2019 @ 2:20am 
@Aeronomer
I know, it was broken by the 12.0 Update, if you read my comment below. Not sure if I ever can fix this.
Aeronomer Sep 8, 2019 @ 3:47pm 
This is completely broken
FragaholiC  [author] May 10, 2019 @ 5:15am 
It seems the newest update broke the dice (12.0+), nothing I can do about it anytime soon.
FragaholiC  [author] Jun 12, 2017 @ 2:48am 
@Sancho
Thanks for the hint.
Sancho Jun 11, 2017 @ 8:07pm 
FYI new patch includes the fixedupdate() event, which may be intended for updating objects positions real-time with physics. This might be more suited than the update() event, though I haven't noticed any issue in your mod.
FragaholiC  [author] Jun 2, 2017 @ 12:55am 
@Sweet Cuppin'Cakes
Oh, by the way, you can use these dice right away. I made it so that if you put any image on a die face disk it will appear on the dice as if you pop it in. The pictures on the disks of a die are NOT prefabbed tables of pictures but the information for the faces is actually gathered from the disk you pop in the die. Probably you knew that, but I though I mention that just in case.
FragaholiC  [author] Jun 2, 2017 @ 12:40am 
@Sweet Cuppin'Cakes
Go ahead and use it, no need to reinvent the wheel twice. But beware that this solution has a performance hit and it will show when you use enough dice with this script. 12 Rattlebone dice thrown at the same time are still ok, with more dice the frame rate will fall below 60fps (on my rig) as long as the dice are moving. On the other hand you have no solution to this problem in the API so you have no choice doing it in a script.
Grubzorz | @bandit Jun 1, 2017 @ 11:28pm 
Fragaholic, how would you feel about using your scripts for a game called Dice Forge? You will be added as a contributer if you'd like and will be given credit. The reason I ask is because my friend and I have been interested in making a mod for Dice Forge and your dice script would be perfect for it.
FragaholiC  [author] Jun 1, 2017 @ 12:00pm 
Glad it works for your again. Have fun with this unusual game.
Grubzorz | @bandit May 31, 2017 @ 11:15am 
Sorry I apologize for not being clear but I found the solution. The dice faces were not moving with the dice but I just had script auto run turned off by accident. Still working great, thank you.:B1:
FragaholiC  [author] May 31, 2017 @ 12:18am 
Tried it (with mod cache turned of to be sure), it works. Please make sure scripting is turned on. Also the disks have often problems to clip back on the dice when they where popped of a die, a slight TTS bug i suppose. Just put them in and out of a bag to reload the disk and it should clip on again.
Also please be more specific about problems with the game, "it is not working at all" is not helpful. People have different understandings of something not working and tend to exaggerate when only a certain part of something doesn't work.
Grubzorz | @bandit May 30, 2017 @ 7:13pm 
This was working fantastically the other day, but now it is not working at all. Is it broken?
WalkerGann Apr 23, 2017 @ 12:26pm 
Very very nice. I tried to make this without scripting a while back and it was virtually impossible.
FragaholiC  [author] Apr 23, 2017 @ 9:08am 
@Jim
Thank you, and thank you for the input. Didn't think unity is so highly optimized towards 256 faces or lower. It doesn't matter to much for now since the die faces are stacked and therefore have most of the time a cuboid as a collider. And attached to a die they have no collision at all.
Jim (Lucky seven) Apr 23, 2017 @ 8:34am 
Very nice mod indeed :) looks like your thowing up quite a few errors in the development console regarding some of your colliders though. this one https://lithi.io/FragaholiC/Rattlebones/Dice/Face.Disk/Model/die.face.disk.objhttps://lithi.io/FragaholiC/Rattlebones/Dice/Face.Disk/Model/die.face.disk.obj has around twice the number of faces suitable for a collider at 526 when the upper limit is 256.

Looks like in a lot of places you've dropped the mesh Obj into the collider slot to tighten up the collisions which whilst not a game buster, you may find you get a noticable uptick in performance if you re-work your colliders to that 256 face limit as the phsyics engine is probably busting a nut trying to keep up. :) Very impressive though Fragaholic as good a mod as I've seen in the workshop. :)
Sancho Apr 22, 2017 @ 9:52pm 
Very cool scripting. Good work!
Rice Apr 22, 2017 @ 11:47am 
Scripting here is amazing <3 Great work!
FragaholiC  [author] Apr 19, 2017 @ 2:13am 
Thanks, Scorpion and Plat. The "dice popping" was a bit math heavy, which doesn't mean it is bad. I wish we had quaternions [en.wikipedia.org] for the API or at least a differentiation between local and global rotation, would make things easier. Emulation of this in LUA is not ideal, and by that I mean you get a performance hit if you have to much dice of this kind rolling. But hey, it works for now.
Plat Apr 18, 2017 @ 10:35pm 
Whoa, great job with the dice popping! I was surprised to see that happen, honestly, the last time I was so excited for something scripted is when I loaded up the Xia DLC for the first time
Focuz0ndis Apr 17, 2017 @ 4:59pm 
Awesome job on this! The die swapping works flawless!