Tabletop Simulator

Tabletop Simulator

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OneWorld Recycled
   
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Type: Utility
Game Category: Board Games
Complexity: High Complexity
Language: English
File Size
Posted
Updated
1.048 MB
5 Dec, 2024 @ 2:08am
21 Jul @ 10:15pm
80 Change Notes ( view )

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OneWorld Recycled

Description
I decided to rewrite the script One world for my needs adding additional functionality and increasing the size of the playing field.
Original: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=871566286&searchtext=one+world
Write your ideas what could be added to the mod.

So here are the main changes that I would like to present to you:

1. UI is completely rewritten for xml. What changes? The visual component, which allows you to use pictures for your jump points (link) and also increases the number of these points from 49 as it was to infinity. In addition, you can change the size of these transition points, which will allow you to better design your own map by reducing the points where they overlap the necessary parts of the map and increasing them to show more important transitions.

2. Resizing of the main field and the auxiliary field are separate from each other and are not limited. What does this mean? The ability to create fields larger than 18 conventional TTS units. In this case, if you lay out a square map and want to customize it to the desired size of the playing field you no longer need to agonize with Photoshop, just set the necessary dimensions in the functionality of One World Recycled.

3. Optimization - essentially the code works the same as before, but I completely rewrote 1000+ lines, creating structured, beautiful and adequately working code. In many places I removed unnecessary calls and variables, in others I created unnecessary objects on the playing field. Among other things, I changed the approach to filling the playfield with 3D objects so that TTS doesn't die every time you unpack the map.

4. Added the ability to put on the game table non interact models. What does it mean? No more misklicks on huge objects in the hope of removing something small. To make it work, you need to set the “noInteract” tag on the desired object and then pack it into the map. After building this object will be non-interactive.

5. Visible zone (scripting zone) for collecting items in the pack. This zone has a rather large size, but it can be changed and customized for your needs.

UPD:
On the table added items from the modification https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2454472719 which I am currently rewriting for myself. If you have any comments or suggestions on how to better implement it, please write.
98 Comments
Саппортиец  [author] 9 hours ago 
It is quite logical that there will be problems because it is not intended to change the map while it is built. I added functionality that prohibits changing the map in this case.
Bright_Corvid 20 Jul @ 3:18am 
Finally got around to trying out the changes (sorry it took so long), If set on fast mode it breaks when swapping zones without first packing, not sure what that's about :(
Саппортиец  [author] 19 Jul @ 9:21pm 
\\(★ω★)/
Bright_Corvid 19 Jul @ 6:57pm 
wonderful, thank you so much
Саппортиец  [author] 19 Jul @ 5:21am 
Done
Саппортиец  [author] 19 Jul @ 5:14am 
Thanks for the modification, interesting work.
About the packaging... My mistake, I forgot to update the code there.
Bright_Corvid 18 Jul @ 8:00pm 
Hmm... Packing is still a bit slow, but unpacking is better than the original now
Bright_Corvid 18 Jul @ 7:53pm 
Fuck, you work fast, thank you, best i can offer in return is a small mod of my own which you might enjoy judging by the other tools you have on your table

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3528989444
Саппортиец  [author] 18 Jul @ 6:39pm 
done. I added a new button that can change the method of spawning objects from slow to fast
Саппортиец  [author] 18 Jul @ 6:13pm 
I can make a second version, in the same mod, which will unpack instantly (like in the original)