AleksanderWit

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Project Feature Score Description
Akaito/reassembly-ai-mod-example Optimization and Multicore CPU Support 19 I have made a few observations, none I have conducted accurately though I have seen them. Tell me if I am wrong. The game seems to have two issues with the performance: 1: The game seems to be poorly optimized, meaning a small amount of content can take much processing power. I have for example seen that when you farm farmer crop seeds, it can slow your game down horribly when all plants launch their seeds simultaneously. Another more noticeable case is when you meet “Spiky Plants”. I believe it would be possible to make the game a bit more efficient in how it processes independent objects (ships, stations, single blocks, bullets). 2: the game seems to only be able to use two CPU cores at most from my observations. In addition it can only use one core to it’s 100% power mark or near. If it would be possible to make the game use a larger amount of CPU cores, even just 2-3 at 100% I think this would make those 12 core CPUes much more useful than what they are now. If both these points would have been attained, even to a small degree I think Reassembly would be able to run much more demanding scenarios. Tournaments could possibly run at 1 sim speed with much larger fleets, we could run a much larger area of the map around us in campaign mode and those spiky plants would no more be as dangerous as they are. These are all my guesses and observations on this matter. All could be wrong, do not take these as facts. I do not know anything about how Reassembly handles these things.
Akaito/reassembly-ai-mod-example Proper Campaign Features 6 ------------------------------------------------ Example ideas which could be used in a campaign. ------------------------------------------------ You spawn in a certain place with a few designated "aquiered" or unlocked components and a few resources. This could be amongst wreckage with your ship halfway broken, forcing you to transform yourself into something much smaller with what you have. --Seemingly there has been a devestating battle here, seeing big wrecks of capitals and many smaller ships. The designs seem to be grouped in three kinds of shapes and styles, could there have been a three-way conflict here?-- You find a heavily damaged ship amongst the abondened battlefield and refit/repurpose it into a factory and cargo ship that follows you, helping you out on your journey and making any smaller assets you may need. Searching, you find a damaged base (proper with walls and turrets, one you can be in physically with your vessel). --What could have happened here? The whole area seems to be littered with fortifications and defences. Many of the structures are broken down to a large degree, we could possibly restore them with time and resources.-- You could for example defend that and gather strength. You venture out, meeting unknown alien species with unique forms, technology and modules. --We have met our first contact! These "beings" seem to be friendly, not attacking us even if we approach to a closer distance. We could possibly learn from them?-- Expanding your area of coverage you end up finding everything was of no use, an immense alien fleet with technologies you never dreamed of comes from a wormhole destroying everything in its path. --Emergency, a big signature seems to be coming from (a wormhole or something else). We have no assets/units at that location, it is something unknown!-- You struggle, and may find a way to escape. To regather strength. ------------------------------------------------ The way this could work could be to have one big map, almost RTS style. Or possibly many smaller ones which you can access through portals, gateways or simply going through the border of the one map you are currently in. Everything in the current map would be active, moving, living, evolving around you. There could break off fractures from your structures or fleets, running off to develop for themself. Feeding off the resources they find to grow for themself, these could possibly have the same technologies/modules and designs as you had at that time since they are a part of you. In addition this could have a huge modding potential, if given acess to modders. Modders could make their own campaigns, designing the world and events as they please. There would be possibilities to put in custom sound files (for eksample a voice talking when a certain event is triggered) and many more features. This would make another, larger than before, source of new unique content. Coupled with the existing modding features this could give many time more ways to make interesting content. The rest of the features and ideas need to be made up first before i can add them here. ------------------------------------------------ blabla.... Blalbalabalalabaløa........ Something, something..... Hmm, that... Yes and that could work. And that we could also have that feature in such a system if we first make it up... Blabla.......
Akaito/reassembly-ai-mod-example Volumetric Explosions 1 This new explosion type would be very different in how it functions and behaves to the usual type, though the purpose would be the same. The purpose of which is to deal widespread damage. This explosion type would work by searching for the weakest block or an empty space (with preference for empty space since it is technically weaker than a block) and moving there. The explosion would destroy the block in the process (if it is empty space in it's reach it will simply move there filling up all empty space it can before proceeding to destroy any blocks). This would go on until the explosion is out of power. ------------------------------------------------------ There would be two values affecting the power of an explosion of this type, explosion volume and explosion strenght. Both of which would need to be specified on the block or projectile beforehand. There would also be two values affacting how fast an explosion runs out, block volume and blast resistance. The block volume would be calculated as a default by how much space there is inside a block, the filled part of a block. The blast resistance would as a default be 10 on all blocks, if you want the block to have a stronger or weaker blast resistance you would need to increase or decrease the value manually. The explosion volume would be how much material it can destroy before it runs out (in other words how much volume it can destroy before it can not destroy anything more). The block volume of a default 1 by 1 square would be 100 volume (since a default 1 by 1 square is 10*10 units), meaning an explosion would atleast need 100 explosion volume specified to break one of these. So to break a 3 by 3 default square the explosion would need as much as 900 explosion volume. Though if the explosion has 50 volume left, it has the potential to damage 50% of the total HP of a default 1 by 1 square, which has 100 volume. The explosion strenght would affect how efficiently the explosion can destroy blocks. The blast resistance on all blocks by default would be 10, meaning that an explosion would need 10 explosion strength to destroy blocks with a 1 to 1 ratio of explosion volume to block volume. So to break a 1 by 1 default square with 100 block volume, an explosion with 10 explosion strength would use 100 explosion volume. If an explosion would have had 20 explosion strength, it would only use 50 explosion volume to break a 1 by 1 default square. However, if the explosion would have had 5 explosion strenght, it would need as much as 200 explosion volume to break a 1 by 1 default square. The explosion can lose explosion volume in two ways, by destroying blocks and by filling up empty space. The empty space left by destroying blocks will also count as empty space and will draw explosion volume in addition to the volume lost in the destruction of the block itself. This means that an explosion with 10 explosion strength would need 200 explosion volume to destroy a 1 by 1 default square and fill up the space left behind it. To end the equation, the explosion strength will decrease linearily along with the explosion volume. If an explosion starts out with 20 explosion strength and 1000 explosion volume, it will only have 5 explosion strength once it has lost 750 explosion volume. This picture is an illustration of how a volumetric explosion could move and destroy blocks. In this illustation the explosion has detonated inside the hull, with the help of a piercing shot which then exploded inside. As seen by the green arrows at the bottom, a part of the explosion volume will be vented outside through the entry hole, reducing the effectiveness of the explosion. Also as can be seen, the explosion tunnels through the weaker blocks, leaving the more sturdier ones to be. https://cdn.discordapp.com/attachments/212594281108471809/477238525285367808/20180809044857_1_-_Copy.jpg
Akaito/reassembly-ai-mod-example Sandbox total resource capacity shown 3 It is a pretty simple idea. Would it eb possible to make the sandbox show how much the currently selected blocks have total in R capacity? It would be shown together with all the other stats in the bottom right corner.
Akaito/reassembly-ai-mod-example Weapon Thrusters 0 I would simply like any weapon to be possible to assign to "thruster" in the binding menu. The AI and player would then use these weapons exactly like they would have been thrusters. This includes turreted and non-turreted weapons.
Akaito/reassembly-ai-mod-example Spin-Up and Spin-Down on cannons and lasers 3 Allows you to set spin up and spin down times. Meaning while the weapon is firing, it shoots faster the longer it fires until it gets to "maximum fire rate". When it has stopped firing, it will gradually have a slower "effective fire rate" until it gets to the specified "minimum fire rate". You can have a short break in firing and then begin again without resetting to the lowest fire rate completely. It would also give a reason to not stop firing a weapon between engagements. The maximum and minimum firerates would originate from the default firerate. It would simply be multiplied by two numbers which are specified. For example, if the minimum firerate would be 0.25 and the maximum firerate would be 2. Then the minimum firerate would be 25% of the default firerate while the maximum firerate would be 200% of the default firerate. In this situation a laser would have more frequent pulses, each pulse doing as much damage as it would do by default. Meaning that the damage increases. On unpulsed, beam lasers the damage would simply increase until it comes to the maximum damage specified. Charging weapons would charge faster, decreasing the time between each charge. This would increase the damage directly.
Akaito/reassembly-ai-mod-example "BELTFED" cannon feature 1 It would allow you to set a "Bullets per belt" or "Bullet storage" which decides how many bullets a cannon can store at any given time. These bullets, once "made" do not need any power to be shot. This means the cannon can run fairly OK with much less power than it would otherwise need, if it is used in only shorter engagements. The default fire rate for cannons will be used to decide how fast the bullets are made in cannons with the "BELTFED" tag. If you set the fire rate of a cannon to 10, then it means the cannon will make 10 bullets per second until the "Bullet storage" is full. There can be two types of "BELTFED" cannons. Ones that can make bullets while firing, and ones that need to wait until the belt runs out completely or there has been a long enough time since last firing before it can begin to make any bullets again. You can specify how much time you want the gun to wait while idle before it enters a loading state However, even if the cannon can make bullets while the belt is being used, it will have to reload to a specified bullet amount before firing again if the belt manages to run out completely. This can make it smart to not overuse such guns, since then you have a downtime.

Comments

Project Feature Comment When
Akaito/reassembly-ai-mod-example "BELTFED" cannon feature Additional note: This could also work with lasers and charging weapons. Then there would simply be stored certain amounts of pulses or laser damage. Depending on what type of laser it is. While for charging weapons a certain amount of charges would be stored. 2 months ago
Akaito/reassembly-ai-mod-example Entire-ship shield Maybe there would be something to learn from the shield bechanics in this game: https://linleyh.itch.io/liberation-circuit It would be a good idea to download it and see how these work in-game. 4 months ago
Akaito/reassembly-ai-mod-example Scavenger Beam It should have -50% damage when attacking living stuff and they should probably be very expensive. Maybe even more than healing lasers. 4 months ago
Akaito/reassembly-ai-mod-example Agent stats Yes, there could be two simple buttons, or a lever to decide if you favor strength of the agents or the entertainement. With the lever you could decide more precisely what ratio of entertainement and strength you want. 4 months ago
Akaito/reassembly-ai-mod-example Volumetric Explosions I get that this can be a bit hard to understand, because it is basically equations and formulas made into words. Though i promise, all this makes sense! You just need to read this multiple times... 4 months ago
Akaito/reassembly-ai-mod-example Custom shield shape flags I also think that the P and energy use could somehow scale with the shape. 4 months ago
Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI In reassembly i do not think of ships as having crews and people in them.. I think of the ships as living themself. So it would more like be a virus missile or infestation missile. 4 months ago
Akaito/reassembly-ai-mod-example Self-Targeting Heal Beams Would be nice if healing beams could target allies independently too. It seems to be very unreliable at most currently. 5 months ago

Votes

Vote When Project Feature
2 months ago Akaito/reassembly-ai-mod-example Spin-Up and Spin-Down on cannons and lasers
2 months ago Akaito/reassembly-ai-mod-example "BELTFED" cannon feature
2 months ago Akaito/reassembly-ai-mod-example Modular engines
2 months ago Akaito/reassembly-ai-mod-example Arena Soft Border
2 months ago Akaito/reassembly-ai-mod-example Fix heal laser
2 months ago Akaito/reassembly-ai-mod-example Fleet formation
3 months ago Akaito/reassembly-ai-mod-example Sandbox total resource capacity shown
4 months ago Akaito/reassembly-ai-mod-example Scavenger Beam
4 months ago Akaito/reassembly-ai-mod-example Agent stats
4 months ago Akaito/reassembly-ai-mod-example Better Plants (Modular Blueprints)
4 months ago Akaito/reassembly-ai-mod-example "Charge fully" weapon group setting + tournament weapon setting retention
4 months ago Akaito/reassembly-ai-mod-example wormhole should work for modded fleets, just don't upload anything
4 months ago Akaito/reassembly-ai-mod-example Volumetric Explosions
4 months ago Akaito/reassembly-ai-mod-example Proper Campaign Features
4 months ago Akaito/reassembly-ai-mod-example thruster cosmetics
4 months ago Akaito/reassembly-ai-mod-example Multi-Core Campaign Support
4 months ago Akaito/reassembly-ai-mod-example Auto-fire/Point Defense Rework
4 months ago Akaito/reassembly-ai-mod-example Explosive damage dealt over a set period of time
4 months ago Akaito/reassembly-ai-mod-example Set energy consumption for each shields separately.
4 months ago Akaito/reassembly-ai-mod-example Circular Free-For-All Tournament Format
4 months ago Akaito/reassembly-ai-mod-example Shared boost effect on multi turret/cannon
5 months ago Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI
5 months ago Akaito/reassembly-ai-mod-example R-Generators that only work with a certain amount of energy.
5 months ago Akaito/reassembly-ai-mod-example A way to create solid asteroid or enlarging existing ones and merging multiple asteroids together
5 months ago Akaito/reassembly-ai-mod-example Oscillating / slashing beam
5 months ago Akaito/reassembly-ai-mod-example Entire-ship shield
5 months ago Akaito/reassembly-ai-mod-example Palette Ship / Easier way to add blocks to the available palette, rather than needing a palette ship.
5 months ago Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags
5 months ago Akaito/reassembly-ai-mod-example Custom shield shape flags
5 months ago Akaito/reassembly-ai-mod-example Custom Tags and Block Features
5 months ago Akaito/reassembly-ai-mod-example Inactive Block Decay
5 months ago Akaito/reassembly-ai-mod-example ONESHOT block feature (block self-destructs after firing once)
5 months ago Akaito/reassembly-ai-mod-example Increase Vertex Limit for Shapes
5 months ago Akaito/reassembly-ai-mod-example Shrapnel - Missiles or plasma
5 months ago Akaito/reassembly-ai-mod-example Self-Targeting Heal Beams
5 months ago Akaito/reassembly-ai-mod-example Optimization and Multicore CPU Support
5 months ago Akaito/reassembly-ai-mod-example ISOTRI_3 Corrupts Easily Needs Fix
5 months ago Akaito/reassembly-ai-mod-example barrelTaper or related barrel cosmetic parameters
5 months ago Akaito/reassembly-ai-mod-example When's Reassembly 2 coming out? ;)
5 months ago Akaito/reassembly-ai-mod-example Spliting Plasma Projectiles
5 months ago Akaito/reassembly-ai-mod-example allow blocks with mass between 0 and 1
5 months ago Akaito/reassembly-ai-mod-example DOT and energy drain weapons (different damage types)
5 months ago Akaito/reassembly-ai-mod-example Add burstBurstiness/burstsPerBurst
5 months ago Akaito/reassembly-ai-mod-example Laser Diffraction
5 months ago Akaito/reassembly-ai-mod-example improve automatic P calculation
5 months ago Akaito/reassembly-ai-mod-example Homing & Gravitic Plasma Projectiles
5 months ago Akaito/reassembly-ai-mod-example missile barrage / builds all missiles before launching from a launcher
5 months ago Akaito/reassembly-ai-mod-example rotatable thrusters / rotatable launchers
5 months ago Akaito/reassembly-ai-mod-example Limited Turret Firing Arc
5 months ago Akaito/reassembly-ai-mod-example Modular Beam Weapons