Tabletop Simulator

Tabletop Simulator

Thunderstone Quest (scripted, quests 1-15)
44 Comments
WaffleBone 27 May, 2024 @ 6:30am 
Thank you for putting this together! Makes things so much easier than pulling out my boxes just for a "quick" game.
Trystar  [author] 16 Mar, 2024 @ 4:29pm 
@Moonshin
Hmm, that particular line is for opening the Questbook to the proper page. Ensure you haven't changed pages manually in the Questbook, or deleted the Questbook, before going through the setup. After setup is completed you can of course rifle through any of the rulebooks as much as you want.
Moonshin 16 Mar, 2024 @ 11:23am 
Hi @Trystar I'm getting the error message below when trying to setup multiple champions to play solo for the 1st quest A mirror in the dark: rumblings from the past:
<startLuaCoroutine/SetupChapter>: chunk_3:(449,50-70):
attempt to index a nil value
What is the Goat? 20 Aug, 2023 @ 10:06am 
@Trystar
Thanks!
Trystar  [author] 19 Aug, 2023 @ 2:12pm 
@What is the Goat
Never mind, figured it out and fixed.
Trystar  [author] 19 Aug, 2023 @ 1:57pm 
@What is the Goat
Were you doing a specific Chapter, Epic, or Random?
What is the Goat? 17 Aug, 2023 @ 9:33pm 
The error isn't replicated when playing multiple champions solo.
What is the Goat? 17 Aug, 2023 @ 9:23pm 
Error in Script (Global) function
<startLuaCoroutine/SetupChapter>: chunk_3:(413,11-88):
attempt to index a nil value

Looks the error is here somewhere: takeObj(soloChampArray[1][2], chapterArray[1][1], heroLocation1, chapterArray[1][2])

Which tracks, since setup throws an error at Hero setup phase.
Trystar  [author] 17 Aug, 2023 @ 8:28pm 
@What is the Goat
Do you have the line# of the error?
What is the Goat? 16 Aug, 2023 @ 8:32pm 
Thanks for the mod, and for adding quests 12 and 13!
I'm having some trouble after the most recent update setting up games with multiple players. It's an error with the Lua scripting that stops the scripted setup after the monsters are placed. I'm wondering if anyone else is encountering this?
Trystar  [author] 23 Oct, 2022 @ 5:03pm 
@K11ein
Go right ahead
Kllein 23 Oct, 2022 @ 3:09am 
@Trystar
Can I ask you for permission to translate and upload this mod? I'll put hyperlink of this page.
Red 16 Oct, 2022 @ 12:51pm 
Very nice, thanks
Trystar  [author] 15 Oct, 2022 @ 11:51pm 
@Red Fixed setup for both decks.
Red 12 Oct, 2022 @ 3:02am 
@Trystar
The thunderstone quest wiki has the list of what treasure cards and side quests come from which quest, including the different types of caches. The quest book says to include treasure from 1-N. I like it that way, since it adds to the variety over time, but won't spoil future quests if I want to play the story in order.

https://thunderstonequest.fandom.com/wiki/Side_Quests_per_Chapter
https://thunderstonequest.fandom.com/wiki/Treasure_Cache_Cards_per_Chapter
Trystar  [author] 11 Oct, 2022 @ 7:47pm 
@Red
If you add the list of treasure cards here, and side quests if you have them, or upload a mod and I'll sub it, then I'll add it in. The only question would be whether it's treasures/side quests 1-N that get used for a quest, or just treasure/side quests N.
Red 11 Oct, 2022 @ 4:37am 
@Trystar
I've actually done that already, spawned a column of chests, named them after each quest, and put the stuff from each quest in their proper chests. This includes treasures, locations, monsters, guild sponsorships. Got it saved. It did break the scripting though, so if I play with that save, it's all manual setup.
Trystar  [author] 10 Oct, 2022 @ 6:19pm 
@Red
Correct. I suppose if someone wanted to sit down and try and figure out which treasure cards go to which quest, I could split them out, but otherwise they aren't really "quest" specific. The same is true of the side quest cards, although that's probably a bit easier to divide out.
Red 9 Oct, 2022 @ 10:48am 
So all the treasure from all the quests are mixed by default?
Rabid Pickle 25 Sep, 2022 @ 11:46am 
very very good. thanks very much! Bweather's mod was great and this is a very good improvement.
Trystar  [author] 31 Jul, 2022 @ 7:24pm 
@fjarrous
You're welcome. As I've mentioned previously, I mostly started with Bweather's mod and then made tweaks along the way after he stopped developing, but I'm pretty happy with it myself :).
maseren 30 Jul, 2022 @ 5:38pm 
dude your module is freaking amazing!! thank you so much for it. AMAZINGLY done!
danpatedw 26 Mar, 2022 @ 1:20pm 
This is such a fantastic mod, greatly appreciated!
snoggle1981 13 Feb, 2022 @ 6:25am 
@Trystar just tested the newest version. I like your effors with the solo mode and the selection which heroes and market cards to include/exclude
Trystar  [author] 12 Feb, 2022 @ 5:30pm 
Snoggle1981, I've added some menu options to cover solo play and side quests. I'm not totally happy with it, but when it comes down to it, you can always include all of the cards and then manually remove them after the game loads.

Aziraphale60, there's always been random timing issues with adding in the Keys and shuffling the Monster decks after. I figured out a way to add an adjustable timer that should hopefully solve the problem. If people still get errors I can bump the maximum timeout higher, but it's already at ~5 seconds and any more than that is a bit ridiculous. As for the randomizer, it's completely random.
snoggle1981 11 Feb, 2022 @ 5:08pm 
@Aziraphale60 there is a bug in the monster deck setup routine. If you comment out lines 1914-1916 and 1927-1929 in the global lua file then it will work.
[LUE] Aziraphale60 10 Feb, 2022 @ 1:54pm 
This error also occurs when loading a campaign at the same spot.
[LUE] Aziraphale60 10 Feb, 2022 @ 1:45pm 
The random setup for vs mode doesn't seem to be working. I get this error after it sets up the monsters:

Error in Script (Global) function <startLuaCoroutine/RandomSetupCR>:chunk_3:(1931,28-30): attempt to index a nil value

also out of curiousity does the randomizer take into account any synergies or is it just truly random?
snoggle1981 29 Jan, 2022 @ 2:32pm 
@Trystar yeah i was not far from doing the same myself, but then other TTS projects used up my available time.

I found two slight issues with the barricades mode setup in the workshop:

1. In barricades mode you don't have sidequests (the rulebook explicitely mentions this) but in the workshop you are dealt 3 sidequest cards to you hand.

2. This only applies to solo mode barricades. In solo mode barricades the stacks are reduced to 2 heroes and only 4 shop items as per rulebook. This is not reflected in the workshop, altough there seems to be checking for solo mode because the starting cards are the correct ones for solo play (with thunderstone staff instead of thunderstone pieces).

Apart from that I had no issues and could play barricades flawlessly with your additions to the existing workshop by Bweather.
Trystar  [author] 27 Jan, 2022 @ 5:24pm 
Snoggle1981, you're welcome. I was annoyed at manually setting it up each time I played, so that's why I sat down and figured out how to code it. I don't deserve all of the credit though, since I used Bweather's mod as the base and just had to create a few functions to get it set up :).
snoggle1981 25 Jan, 2022 @ 11:52am 
Thanks a bunch for finally making a workshop with Barricades Mode scripted setup available!!!
Trystar  [author] 18 Jan, 2022 @ 11:35pm 
RedGoat, good catch. Fixed it.
RedGoat 17 Jan, 2022 @ 2:24pm 
With these fixes, saves and loads seemed to work for me, properly re-initializing the buttons with working functionality.

To reproduce the issue:
- start a new game
- select a player color towards the right of the board, e..g blue
- setup a scenario (causing the unused play areas to be removed)
- save the game
- load the game --> errors for nil reference on boards that were removed

I hope this is helpful!
RedGoat 17 Jan, 2022 @ 2:23pm 
Thanks for the game. I found a few errors in the script when reloading a game from a save with fewer than 6 players:

- In `createBoardButtons` it needs a nil check before trying to reference e.g. `greenBoard`, becuase if the game is reloaded from a save, that play area may have been removed during the initial setup in `SideQuestAndExtras`, which would cause a nil error and break the script. This seems to fix it:
if greenBoard then
-- create reshuffle button using greenBoard
-- create discard button using greenBoard
end

- Similarly in `ReshufflePlayerDeck` and `DiscardHand`, you'll need a nil check on e.g. `greenBoard` before trying to deref it with `getGUID()`. This makes sure the buttons work for e.g. blue, when green isn't in the game and doesn't have a board. This seemed to fix it in my testing:
if greenBoard and colorObj.getGUID() == greenBoard.getGUID() then
Trystar  [author] 3 Jan, 2022 @ 6:47pm 
Kim, my bad, I don't play VS mode, so completely forgot that it has a different starter deck. I've added it in now.
Kim 2 Jan, 2022 @ 3:55am 
Sorry, but where do I find the PvP starter deck, with lanterns and thunder stones?
Trystar  [author] 28 Oct, 2021 @ 10:16pm 
Kaiser, I've changed the way it shuffles the monster decks which I believe will take care of the error. If it doesn't, let me know and I can add in some more wait timers. And again, let me know the error text so I know exactly which sections to fix.
Kaiser 27 Oct, 2021 @ 5:36pm 
It's for all setups. although Epic setup has a different line number - the line number for campaign and random is: chunk_3:(1705,28-30): attempt to index a nil value
Trystar  [author] 20 Oct, 2021 @ 1:08am 
Kaiser, what line number? And is it also while using the Epic setup, or one of the others?
Kaiser 19 Oct, 2021 @ 6:25pm 
Still getting the same error as Typiglet
Trystar  [author] 18 Oct, 2021 @ 9:49pm 
Typiglet, I don't get an error myself, but I went ahead and added a 30 frame delay there. Let me know if it still errors out for you.
typiglet 16 Oct, 2021 @ 6:25am 
Epic Thunderstone Setup gave an error about 50% possibility.
Error text is:
Error in Script(Global) function
<startLuaCoroutine/EpicSetupCR>:chunk_3:(1680,24-26):attemp to index a nil value
Trystar  [author] 12 Oct, 2021 @ 4:44pm 
TheSargoner, can you include the error text, and which rule book?
TheSargoner 12 Oct, 2021 @ 4:36pm 
Images missing/errors when trying first scenario as well as past page 3 of rulebook.