Arcyriea

View on GitHub

Projects

This user doesn't have any project on FeatHub yet.

Features suggested

Project Feature Score Description
Akaito/reassembly-ai-mod-example Homing & Gravitic Plasma Projectiles 10 add homing capability prefixes that determine the range of attraction and how much force which the bullets get pulled to any nearest enemy ship in range of magnetism "attraction=HOMING/GRAVITIC/VORTEX" - "HOMING": mean the projectile does not pull ships into it but still fling itself to the nearest enemy ships - "GRAVITIC": the projectile with this prefix will actually pull every enemy ships into it like a black hole, but does not home on any targets, however ships could still be able to escape if the Force value is weaker than their thrusters. - "VORTEX": Homing into ships while pulling them into itself at the same time "attractionForce=x": How strong is the force of the magnetism, this will affect how fast the projectiles will chase enemy ships or how much force ships being pulled to the projectile "attractionRadius=y": Radius of magnetic field
Akaito/reassembly-ai-mod-example Spliting Plasma Projectiles 11 A function that allow timed split of a large plasma bullet to smaller ones over time, splitted projectiles can spread to other random coded degree, however the parent bullet's damage will be splitted and distributed to each child bullets, their child's damage will reduces depend on how many childs were specified to split from the parents, but they will still able to amplify the total DPS by 1/3 - 1/5 amount to make up for loss in base damage by regrowing a bit bigger if specified by modder (otherwise they could leave the amplification field blank so there will be no damage buffing) Of course they will still be limited by modders on how many times they split, otherwise if not the weapon range will put a stop to their reproduction
Akaito/reassembly-ai-mod-example Local ID relocation 5 Add a system that creates relocation directories whenever it detects an ID conflicts and upon asking the modder before creating a redirection directory between multiple local mods. This will function similarly to the Steam relocation For saves that uses local modded blocks the game will change the block ID of said blocks if it detects to matches one of the ID in a local mod folder that hadn't been relocated
Akaito/reassembly-ai-mod-example Add a shape editor for easier shapes creation -4 A standalone program that comes along with the game that let peoples see the shapes themselves, not only just codes. From there they can add and removes vertex with the mouse
Akaito/reassembly-ai-mod-example A way to create solid asteroid or enlarging existing ones and merging multiple asteroids together 3 I'm thinking about creating a module that let peoples creates asteroid from things like Rs, this module enum would be called ACCUMULATOR for creating asteroids and TERRAFORMER for breaking up or merge asteroid clusters that works similar like a tractor beam 1 HP of asteroid = 0.50 P so 100 HP equals to 50 P
Akaito/reassembly-ai-mod-example Resurrect or fix the P deduction upon launch feature 0
Akaito/reassembly-ai-mod-example Damage only Shields / Damage only Hulls for missiles and anything else weapon related 3 I think about having some kind of missiles that only damage shields not to hulls and the opposite The prefix for it would be: "explodeDamage=^x" to tell that it only harm the shields but deal no damage to hulls "explodeDamage=*y" to tell it to damage only the hulls and no damage to shields But if we just want to dealt damage differently to each types of elements we could do: "explodeDamage=^x\*y" (^100\*50) Alternately we can just have "explode=SHIELD\_ONLY" and "explode=HULL\_ONLY", And I also have idea of "explode=REGULATES" to enable setting up different attributes of damage against each element of targets it hit (enables ^x*y algoritm)
Akaito/reassembly-ai-mod-example Unholy flag 2 UNHOLY: The block takes damage from healing beams instead of being healed, if it's on enemy ships their opponents healing beam can be able to target and damage them, and also makes friendly healing beam unable to heal your UNHOLY blocks. (Unless their healing lasers also have UNHOLY flag in their healing beam block, in which case their beam can only heals UNHOLY blocks not normal blocks)
Akaito/reassembly-ai-mod-example Prism (fragment) lasers 2 A prefix to summons in laser fragments when a laser or a cannon fires, it will be called "prism" to differentiate with "fragment"
Akaito/reassembly-ai-mod-example Stealth and Sensors and Jamming concepts 1 I think I may have developed a new concept on how should cloaking work now, what they works is they block the line of sights of other ships, if they got hit by weapon a short blips of small part of their hull will flashes out then fade in an instant but does not weaken their cloakDurability: ---------------- CLOAKED ---------------- The block isn't a cloaking device but it has a "natural" passive cloaking in place, it isn't visible until it came into contact with sensor range that has stronger sensor strength than its cloak strength, or being hit by a SONAR, can be used to cover other blocks from the view of the naked eye. Immune to EMPs but not to SONAR. And can bypass INHIBITOR, however it has a con of creating revealing shockwaves when collides with things. Can manually uncloak to protect from SONAR. ----------------- cloakDurability: How strong is the object that is cloaked to evade visual detection from sensor devices, this kind of cloak strength will not requires energy to maintain. cloakHeal: only work for passive CLOAKED strength, determines the regen rate of cloak durability. This will be the only thing that raise the P count. You have to set it as low as possible to makes the block not getting more expensive as an armor block. Can be set 0 and is not required to be filled. cloakHealDelay: How many second the self healing will jumpstart again after cloakDurability reaches 0. Or after being hit by SONAR waves. shockGuarded: fill in and set to "YES" to makes the block not creatings shockwaves to reveal itself when it collides with things, default at "NO" and isn't required to be filled. This might multiply the P cost of the hull block by 50% if activated. ----------------- STEALTH ---------------- Manual activation is required. A proper cloaking device which works similar to shields, you only need to cover the outer layer of your ship from all sides to render it completely cloaked. If one side is covered but not the other side the AI will notice you in the uncovered other sides of your ship but not in the sides which got covered by cloak field. Unlike CLOAKED they are immune to revealing collision shockwaves. The stealth barrier cannot be hits by conventional weapons but only SONAR can hit and weaken it. ----------------- cloakStrength: The strength which a cloak device is activated, which might add up to its passive counterpart above, these will drain energy over time. cloakRadius: Radius of cloak field, work similar to the shield emitter, any blocks which get covered inside as long they are attach to your own or a friendly command module will not be visible to the AI or the player view cloakArc: Arc of the cloak barrier. cloakRecoveryTime: How long the cloak is reactivated after being shut down by SONAR and EMPs, work similar to the shields. cloakRegen: How quick will the cloak field patch itself ----------------- JAMMER ----------------- A wave based weaponry similar to the SONAR, used to weaken the SENSOR devices of ships it hit, use AUTOFIRE or ALWAYSFIRE flag to create a passive JAMMER, if fires from a cloaked ships, the wave is only visible to the ship that had been cloaked unless they get revealed by sensors or sonars. ----------------- range: Just like weapon jammingDamage: How much sensor strength each waves will weaken jammingFrequency: Chance of creating false detection signal, or warp the real stealth image out from its original spot. waveArc: The spread version of the wave based weapon waveVel: how fast the jamming waves will travel wavesPerSec: this new kind of syntax might be used for future kind of weapon, it will determines how many waves to emit in a seconds power: yep this will obviously being used to determine power drain ----------------- SENSOR ----------------- A passive radar device used to detect cloaked objects and ships, JAMMER waves will only have to travel through the sensor block itself in order to reduces its sensor strength ----------------- sensorStrength: a SENSOR only syntax that determine how strong is its sensor strength to detect certain type of cloaked objects, must be higher than their cloak strength value, however EMP effects and JAMMER modules might be the only thing that will weaken it sensorRecoveryTime: Determines how long the sensore is reactivated after being hit by EMP weapons or being jammed completely sensorRegen: How fast sensor strength will recover sensorRange: Area of the sensor coverage sensorArc: Similar to the spread and turretLimit, determines the view field limit of the sensor ----------------- SONAR ----------------- Emits sonar waves to reveals cloak object for a few seconds, might requires energy to fires, but will also reduces both passive and active cloak strengths for a while for anything that is hit by the wave, works similar to cannon projectiles but the waves can bypass anything it hit and it will appears as an expanding ring of circle, recommend to only use ALWAYSFIRE if you create a passive SONAR system, or if the code of the AI is tweaked use AUTOFIRE. ----------------- range: Sonar range of fire. sonarDamage: how much is the enemy cloak strengths is reduced on each hit of the wave, allowed in the SONAR syntax, but will not harm anything physically waveArc: the spread version of the wave based weapon waveVel: how fast is the sonar waves will travel wavesPerSec: this new kind of syntax might be used for future kind of weapon but it might be compatible with the SONAR to use, it will determines how many waves to emit in a seconds power: yep this will obviously being used to determine power drain of the SONAR exposeDuration: how long cloaked objects are exposed in faction's view after being hit by the SONAR, default at 0 secs. This will only expose the cloaked ship to the faction that hit them so their AI can engage, other factions will not notices the exposed cloak ship until they get hit by other types of weapons ----------------- INHIBITOR ---------------- A module to inhibits all sort of TELEPORTER, STEALTH, SENSORS from ever working, it will be pretty expensive to have one installed on your ship. Need to be activated manually as it will drain the ship's power. ---------------- inhibitFeatures: Insert TELEPORTER|STEALTH|SENSORS here or one and two of the three. inhibitionRange: This will be something that makes it more expensive 1-3 times for each feature listed x range value powerDrain: This will drain power over time but the higher the power drain the cheaper it get in P for the inhibitor as a whole
Akaito/reassembly-ai-mod-example More photosynth promote gameplay based feature enums 2 CRYPTOSYNTH: A module which consumes R over time to produces C, you have to use it manually. UNGATHERABLE: The ship can't be gathered from by factories ships for R, mean it can't ferry R to shipyard stations as well, they can't trade R to you or other factories ships. This is purposed to makes ships that only rely on photosynth and self sustain resource gathering to reproduces their fleet, not dependent on ships to ferry R for them. They still can use their own TRACTOR beam to gather for their own need But if the TRACTOR is removed the only way for them to get R is to photosynth, and they will not gave it to other ships, could allow to creates a race of complete photosynthetic reproduction
Akaito/reassembly-ai-mod-example Beam Bending & Projectiles Sucking 0 BENDSPIRAL: This block can attract projectiles or bend laser directions toward itself. ------- Votes for other ideas here: REGENERATIVE - https://feathub.com/Akaito/reassembly-ai-mod-example/+166 BUMPER - https://feathub.com/Akaito/reassembly-ai-mod-example/+165 BOUNCY - https://feathub.com/Akaito/reassembly-ai-mod-example/+151 STICKY - https://feathub.com/Akaito/reassembly-ai-mod-example/+163 REPULSIVE - https://feathub.com/Akaito/reassembly-ai-mod-example/+162
Akaito/reassembly-ai-mod-example More NOCLIP types 2 NOCLIP_TANGIBLE: cannot collides with anything but can still be hit by weapons except missiles NOCLIP_EVADE: will not be hit by weapons but can still collides with things NOCLIP_HEALFORCE: Can only be hit by healing beams or force lasers but not other weapons and cannot collides with ships and objects, if used with UNHOLY enum inside a drone it will makes enemies healing weapons traverse effect on hull can enter into the unholy drone (if the drone already grabbed the ship with some kind of tractor beam) that stick inside enemy ship and destroys the drone itself NOCLIP_GAIA: Can only collides with ENVIRONMENTAL blocks or ships with the block type in their design, useful for SEEDs and plants alike, while protect them from weapon harms but can still allow them to be healed by lasers About UNHOLY: https://feathub.com/Akaito/reassembly-ai-mod-example/+161 ---------------------------- PS. Makes PD ignores complete NOCLIP blocks, literally anything that specific weapons can't hit too, I'm sure you didn't do that before.
Akaito/reassembly-ai-mod-example Repulsive Blocks 0 REPULSIVE: Push other blocks away before they came in contact with the block itself, it does not mean it's immune to melee damage, push force can be adjusted with modding, range will adapts to the scale and the shape of the block itself --------------- Votes for other ideas here: REGENERATIVE - https://feathub.com/Akaito/reassembly-ai-mod-example/+166 BUMPER - https://feathub.com/Akaito/reassembly-ai-mod-example/+165 BENDSPIRAL - https://feathub.com/Akaito/reassembly-ai-mod-example/+164 STICKY - https://feathub.com/Akaito/reassembly-ai-mod-example/+163 BOUNCY - https://feathub.com/Akaito/reassembly-ai-mod-example/+151
Akaito/reassembly-ai-mod-example Bouncy blocks 1 Bounce away when collide with other block, and being adjustable through modding -------- Votes for other ideas here: REGENERATIVE - https://feathub.com/Akaito/reassembly-ai-mod-example/+166 BUMPER - https://feathub.com/Akaito/reassembly-ai-mod-example/+165 BENDSPIRAL - https://feathub.com/Akaito/reassembly-ai-mod-example/+164 STICKY - https://feathub.com/Akaito/reassembly-ai-mod-example/+163 REPULSIVE - https://feathub.com/Akaito/reassembly-ai-mod-example/+162
Akaito/reassembly-ai-mod-example CONFIGURABLE blueprints drones 0 A flag that allow the player to modify a dronecraft launcher's drone/ship/station design, if the drone had infinite lifespan then it may be able to automatically overrides launchResource value and place the drone's P value as the R consumption per launch, otherwise the whole launcher's P will changes.
Akaito/reassembly-ai-mod-example Explosive blocking armors and beam reflection armors 2 They will works as follows: Explosive Armors, works by blocking the radius of explosion of the bullet it came contact with, it works just like a wall blocking a flame, any blocks behind it will be protected from AOE if it's wide enough to cover them all, and only the explosive blocking armor will takes damage Reflection Armors, (aka "reflect") similar to "armor" syntax, will direct beams away to other direction, regardless if it can absorb all the damage from the beam themselves. If the armor value of the "reflect" syntax is higher than the beam DPS it will takes no damage at all, otherwise you could set "reflect=0" just to enable the laser reflection property for the armor even though that would mean it will takes full damage eventually.
Akaito/reassembly-ai-mod-example Sticky Blocks 2 STICKY: Attach everything it collides with except ENVIRONMENTAL blocks, while taking no melee damage from all blocks except MELEE and ENVIRONMENT --------------- Votes for other ideas here: REGENERATIVE - https://feathub.com/Akaito/reassembly-ai-mod-example/+166 BUMPER - https://feathub.com/Akaito/reassembly-ai-mod-example/+165 BENDSPIRAL - https://feathub.com/Akaito/reassembly-ai-mod-example/+164 BOUNCY - https://feathub.com/Akaito/reassembly-ai-mod-example/+151 REPULSIVE - https://feathub.com/Akaito/reassembly-ai-mod-example/+162
Akaito/reassembly-ai-mod-example Persistent Regeneration 2 Block will heals itself even when under fire, however that still does not mean it can be healed by lasers, healPerSec value will affect how expensive in P it can get -------- Votes for other ideas here: BOUNCY - https://feathub.com/Akaito/reassembly-ai-mod-example/+151 BUMPER - https://feathub.com/Akaito/reassembly-ai-mod-example/+165 BENDSPIRAL - https://feathub.com/Akaito/reassembly-ai-mod-example/+164 STICKY - https://feathub.com/Akaito/reassembly-ai-mod-example/+163 REPULSIVE - https://feathub.com/Akaito/reassembly-ai-mod-example/+162
Akaito/reassembly-ai-mod-example Melee Immune blocks 2 BUMPER: Takes no damage from all melee collision but also not able to inflict melee damage to other blocks, render it immune to MELEE but also negates MELEE effect on the block itself. ------- Votes for other ideas here: REGENERATIVE - https://feathub.com/Akaito/reassembly-ai-mod-example/+166 BOUNCY - https://feathub.com/Akaito/reassembly-ai-mod-example/+151 BENDSPIRAL - https://feathub.com/Akaito/reassembly-ai-mod-example/+164 STICKY - https://feathub.com/Akaito/reassembly-ai-mod-example/+163 REPULSIVE - https://feathub.com/Akaito/reassembly-ai-mod-example/+162
Akaito/reassembly-ai-mod-example Faction theme musics 2 add a way to play musics and song unique to the faction when you play as them, encounter them in their territory and fighting with them
Akaito/reassembly-ai-mod-example SUN idea -1 A sun that work independently without a COMMAND tag, it will boost growth rate and photosynth of plants by emmiting a glowing orb of light that light up an area around an asteroid clusters
Akaito/reassembly-ai-mod-example Planetary sectors -2 A new mechanic of the game that makes planets exists in the background in Reassembly and ways to enter in orbits and inside the atmosphere sectors of said planet And ground-air Reassembly combat in the surface level sectors It will be set up like this: SPACE LAYER - Which is the current game ORBIT LAYER - When you visit a planet sector you have an option to enter into the orbit zone of the planet, space stations now flies around slowly instead of sitting in one spot ATMOSPHERE LAYER - Then into the atmosphere where the mechanic of the game changed slightly, not only you are bound to rely on the air of the planet if it has any winds which will affect your flights, you are now also subject to the gravity of the planet, you can also build Air stations in place of space station SURFACE LAYER - This is when the game changed into top down 2D physics combat, all the spaceships are now air units, and now ground units makes appearances, rooted buildings now becomes battle bunkers lay in a rocks formation, which looks similar to space asteroids of the game, space stations might not be possible anymore and will all became ground or floating stations Weapon will be divided into "air to ground", "air to air", "ground to air", "ground to ground" and finally "hit to all" Ground forces and Naval forces will be subject to ground layers, but navals can only moves at sea and grounds can only move on land Amphibious forces will be able to moves on both land and sea Air forces and Helicopter forces will be subject to air layers, and they can flies over ground units and rock clusters, which they will have a slight advantage over ground layers units if they get too close on top of them

Comments

Project Feature Comment When
Akaito/reassembly-ai-mod-example Cloaking Devices ^ Please take a look over my reworked stealth idea here 26 days ago
Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI Not on launchers I mean but on their hulls 26 days ago
Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI Hmm should we have an option to have the infected ships grow some extra barnacles after the ships been taken over? 26 days ago
Akaito/reassembly-ai-mod-example Repulsive Blocks How about we just have the range be in a fixed position then? Not being a circle and adapt to the shape of the blocks itself? 29 days ago
Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI Also could have an option to have barnacle to work similar to faction 13 command seeds, if they didn't find a host for quite some time they will just die off 29 days ago
Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI Then some spores will grow into its own factory ships design of their own corruption faction if they haven't attach themselves into any ships yet. Also can you add a syntax that will be enabled by modder's will that will causes infected ships to have a chance to launches barnacles instead of their own native faction's missile? 29 days ago
Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI Could you create something that a guardian faction will guard that is sealing something nasty from setting loose, if destroyed all hell will break loose and a new corruption faction emerged, starts with the burst release of infestation spores that infects all the Guardian faction's ships 30 days ago
Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI It will makes my plan of creating bio infection like from the game Obliterate Everything becoming real about 1 month ago
Akaito/reassembly-ai-mod-example Explosive blocking armors and beam reflection armors This is just my own idea, anyone could provide further inputs as long they serve as good additives. about 1 month ago
Akaito/reassembly-ai-mod-example Stealth and Sensors and Jamming concepts There may be more ideas of creating sensorBoosters and cloakBoosters in the future about 1 month ago
Akaito/reassembly-ai-mod-example Cloaking Devices https://feathub.com/Akaito/reassembly-ai-mod-example/+152 about 1 month ago
Akaito/reassembly-ai-mod-example Damage only Shields / Damage only Hulls for missiles and anything else weapon related Also I don't think healing missiles (-z) would going to work well with those either, but maybe how about put it this way: ^-x\*-y ? (as long it's not ^x\*-y the game will still be compatible) 4 months ago
Akaito/reassembly-ai-mod-example Homing & Gravitic Plasma Projectiles also this "tractor" will just pull the projectile toword the ship but not pulling ships off its trajectory of travel 5 months ago
Akaito/reassembly-ai-mod-example Homing & Gravitic Plasma Projectiles I was thinking about implementing some sort of gravity field if the projectile uses GRAVITY prefix that pull other ships into it but does not affect its trajectory, or enable an invisible tractor beam inside the projectile that pull itself toward any nearest ship in range if it uses the HOMING prefix, VORTEX just enables both the gravity field and the invisible tractor-like system 5 months ago
Akaito/reassembly-ai-mod-example missile barrage / builds all missiles before launching from a launcher So that mean its only in the beta build? 5 months ago
Akaito/reassembly-ai-mod-example Local ID relocation 5 months ago
Akaito/reassembly-ai-mod-example rotatable thrusters / rotatable launchers Well the THRUSTER issue will still be a conflicting problem for drones, what I suggest is having the thruster turret disabled by default, until you code a prefix that weld it into the TURRET as one 5 months ago
Akaito/reassembly-ai-mod-example Homing & Gravitic Plasma Projectiles This work similar to the tractor features of the LASER weapon type, I think 5 months ago

Votes

Vote When Project Feature
18 days ago Akaito/reassembly-ai-mod-example Moddable Asteroids and Plants
18 days ago Akaito/reassembly-ai-mod-example Communication Window: Campaign Extension Feature
18 days ago Akaito/reassembly-ai-mod-example Planetary sectors
19 days ago Akaito/reassembly-ai-mod-example SUN idea
23 days ago Akaito/reassembly-ai-mod-example Faction theme musics
25 days ago Akaito/reassembly-ai-mod-example Faction set to allies
25 days ago Akaito/reassembly-ai-mod-example Scavenger Beam
25 days ago Akaito/reassembly-ai-mod-example Hangar Block
25 days ago Akaito/reassembly-ai-mod-example Range and MuzzleVel Overriding
26 days ago Akaito/reassembly-ai-mod-example Fleet formation
26 days ago Akaito/reassembly-ai-mod-example use moddable custom shader for shields
26 days ago Akaito/reassembly-ai-mod-example Laser Diffraction
29 days ago Akaito/reassembly-ai-mod-example Self-Targeting Heal Beams
30 days ago Akaito/reassembly-ai-mod-example Diplomacy - Faction Expansion
30 days ago Akaito/reassembly-ai-mod-example Extra Port Flags
30 days ago Akaito/reassembly-ai-mod-example Refine the function of mods' fleets export
about 1 month ago Akaito/reassembly-ai-mod-example Prism (fragment) lasers
about 1 month ago Akaito/reassembly-ai-mod-example CONFIGURABLE blueprints drones
about 1 month ago Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI
about 1 month ago Akaito/reassembly-ai-mod-example Add more flags for fragment cannon.
about 1 month ago Akaito/reassembly-ai-mod-example Modular engines
about 1 month ago Akaito/reassembly-ai-mod-example Persistent Regeneration
about 1 month ago Akaito/reassembly-ai-mod-example Melee Immune blocks
about 1 month ago Akaito/reassembly-ai-mod-example Beam Bending & Projectiles Sucking
about 1 month ago Akaito/reassembly-ai-mod-example Sticky Blocks
about 1 month ago Akaito/reassembly-ai-mod-example Repulsive Blocks
about 1 month ago Akaito/reassembly-ai-mod-example Healing cannons
about 1 month ago Akaito/reassembly-ai-mod-example Unholy flag
about 1 month ago Akaito/reassembly-ai-mod-example More NOCLIP types
about 1 month ago Akaito/reassembly-ai-mod-example Set energy consumption for each shields separately.
about 1 month ago Akaito/reassembly-ai-mod-example Explosive blocking armors and beam reflection armors
about 1 month ago Akaito/reassembly-ai-mod-example More photosynth promote gameplay based feature enums
about 1 month ago Akaito/reassembly-ai-mod-example thruster cosmetics
about 1 month ago Akaito/reassembly-ai-mod-example Stealth and Sensors and Jamming concepts
about 1 month ago Akaito/reassembly-ai-mod-example Bouncy blocks
about 1 month ago Akaito/reassembly-ai-mod-example Fix heal laser
about 1 month ago Akaito/reassembly-ai-mod-example Auto-fire/Point Defense Rework
about 1 month ago Akaito/reassembly-ai-mod-example DOT and energy drain weapons (different damage types)
4 months ago Akaito/reassembly-ai-mod-example Damage only Shields / Damage only Hulls for missiles and anything else weapon related
5 months ago Akaito/reassembly-ai-mod-example Resurrect or fix the P deduction upon launch feature
5 months ago Akaito/reassembly-ai-mod-example Custom Tags and Block Features
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 Custom shield shape flags
5 months ago Akaito/reassembly-ai-mod-example allow blocks with mass between 0 and 1
5 months ago Akaito/reassembly-ai-mod-example Entire-ship shield
5 months ago Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags
5 months ago Akaito/reassembly-ai-mod-example Add a shape editor for easier shapes creation
5 months ago Akaito/reassembly-ai-mod-example Increase Vertex Limit for Shapes
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 Shrapnel - Missiles or plasma
5 months ago Akaito/reassembly-ai-mod-example When's Reassembly 2 coming out? ;)
5 months ago Akaito/reassembly-ai-mod-example Explosive damage dealt over a set period of time
5 months ago Akaito/reassembly-ai-mod-example Inactive Block Decay
5 months ago Akaito/reassembly-ai-mod-example Homing & Gravitic Plasma Projectiles
5 months ago Akaito/reassembly-ai-mod-example Local ID relocation
5 months ago Akaito/reassembly-ai-mod-example Modular Beam Weapons
5 months ago Akaito/reassembly-ai-mod-example barrelTaper or related barrel cosmetic parameters
5 months ago Akaito/reassembly-ai-mod-example Spliting Plasma Projectiles
5 months ago Akaito/reassembly-ai-mod-example Limited Turret Firing Arc
5 months ago Akaito/reassembly-ai-mod-example Fix ship deletion / duplication when sorting ships in fleet screen
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 attach custom audio events to blocks
5 months ago Akaito/reassembly-ai-mod-example maxLaunchedBlocks launcher drone/missile cap
5 months ago Akaito/reassembly-ai-mod-example rotatable thrusters / rotatable launchers