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Features suggested

Project Feature Score Description
Akaito/reassembly-ai-mod-example Custom thruster keybinding 2 To be able to assign custom key bindings to specific thruster types. Say for example you only wanted a set of thrusteres that fire up when you press W which would fire no matter the direction your ship was going. in a sense it would open up options like bow thrusters! Which would give precision manoeuvring through densely populated areas. Larger ships that go over the 2000 block range would greatly benefit from this as they would gain a more feasible steering method.
Akaito/reassembly-ai-mod-example Custom shield shape flags 19 As the title suggests just the ability to assign a shape to a shield it that is at all possible then it would create some uniqueness to factions when being designed!
Akaito/reassembly-ai-mod-example Extra Port Flags 9 More port flags in general and maybe something like ARMOUR_IN and ARMOUR_OUT as a simple example! those two would be handy right off the bat as it would make it easier for you to implement HULL type armours underneath your actual ARMOUR layer, forcing modded armour types to be used as intended. Currently there are two schools of thought on how this could be done so I will let you and the community decide if and how this should be done! _________________________________________________________________________________________________________________ Some ideas tossed about in the general channel are slightly edited here to condense and are provided in the following list: *Prototype:* Maybe the ability to make custom coloured ports that can be named according to the hex colour the ports would only connect with the identical number/colour/name. It could be defined as it's own file, alongside shapes.lua and blocks.lua *Wowie:* Or just adding a ports thing to shapes.lua and being able to define what it connects to and what it doesn't *Prototype:* The way I am thinking about it, you would need to define each block that it can connect to, unless you mean defining the new port under the ports section of each shape wowie - Today at 3:29 PM it's essentially the same thing, but stored in shapes.lua instead of its own file. Like defining a custom shape, but instead of a shape it's a port? something like: ``` {1, color=color, canConnect={`list of all port types it can connect to}} ``` *Jewsus:* well so far what i had in mind were: ``` ARMOUR_IN ARMOR_OUT SUBMODULE_IN SUBMODULE_OUT MELEE_IN MELEE_OUT ``` *Prototype:* Those would work well, but the color defined ports would include those and more, they would just be defined by what you want them to be. *Jewsus:* Yes but you need a port in and a port out. Which one gets to be the in port and which gets to be the out port if they are both just a colour value? do we go with HEXCODE_IN and HEXCODE_OUT? *Wowie:* a pretty roundabout way to do things, why define it with colours when you could y'know define it with IDs like everything else? *Prototype:* Ports defined by an ID that have a custom color and ruleset probably wont be too complicated *Jewsus:* and here is my current example workaround for custom thrusters { 500, { { verts= { {-2, 3.5}, {-2, 5}, {5, 5}, {5,-5}, {-2, -5}, {-2, -3.5}, {-5, -3.5}, {-5, 3.5} }, ports= { {1, 0.285}, {2, 0.5}, {3, 0.715} {6, 0.5, WEAPON_OUT}, {6, 0.5, THRUSTER_OUT} } }, } }, { 501, { { verts= { {2, 5}, {2, -5}, {-2, -5}, {-2, 5}, }, ports= { {0, 0.5, WEAPON_IN}, {2, 0.5, WEAPON_OUT},{2, 0.5, THRUSTER_OUT} } }, } }, essentially shape 501 can only connect to shape 500 and totally eliminated the need for THRUSTER_IN. But you can connect weapons to your thrusters which can be odd. _________________________________________________________________________________________________________________ If you are reading this line you are awesome!
Akaito/reassembly-ai-mod-example Multiple color profiles for blocks. 4 It would be cool if you could specify multiple block colors for block types in a mod so you have more color options without the need for multiple block sets! something like this maybe: fillColor = { 0xFF0000, 0x00FF00, 0x0000FF }, fillColor1 = { 0xFF0000, 0x00FF00, 0x0000FF } lineColor = { 0xFF0000, 0x00FF00, 0x0000FF } Each new line added enabling a new color to your block and colors could be recognized as an int value within ships lua files so they can identify what colorto assign. I also assume these colors would need to be somewhat similar to blocks flagged with NORECOLOR to avoid problems during faction color selection. To swap between the colors would be like scrolling through size scales or another shortcut key combination.
Akaito/reassembly-ai-mod-example Webbers, Vampire Beams and Sappers 2 Webber: A bit like a tractor beam but attemps to hold the enemy at the end the beam in an area of effect zone without dragging it closer. Vampire: Like a healing beam but used for draining other ships health to heal yourself. Draining could possibly improve block regrowth rates globally as opposed to healing any specific block while the beam is active. Sapper: Used to drain an enemy ship of its power . Why use your own power when you can use the enemies against them.


Project Feature Comment When
Akaito/reassembly-ai-mod-example Explosive damage dealt over a set period of time Also a delayedExplosion feature for explosions, so you could add EXPLOSIVE to a block and MELEE and set it to detonate a few ticks after it hits for a bunker buster effect! 12 months ago
Akaito/reassembly-ai-mod-example Increase Vertex Limit for Shapes I have many uses for more vertices so if this is not too much trouble it would be great to see implemented. about 1 year ago
Akaito/reassembly-ai-mod-example DOT and energy drain weapons (different damage types) DoT effects would be great to see! I have a few suggestions on how you could achieve this with minimal effort as well: - A blanket flag to cover DoT in general that you can add to a weapon/s Existing flags which would eliminate the need to name it fire, acid, EMP, etc. The mod maker then has the opportunity to label the type of damage it is, how much DPS it does with its DoT. (essentially like naming a custom block) I imagine it would look something like this: { 18014, scale = 2, name = "^2Acidic Laser - Tier 2^7", features = TURRET|LASER|DOT, group = 8, points = 8, -- 25% increase durability = 0.75, -- 50% increase blurb = "^2Inexpensive short range acidic laser, deadly in quantity^7", density = 0.15, fillColor = 0x113077, fillColor1 = 0x205079, lineColor = 0x00ff00, laser = { power = 5, -- 50% increase width = 4, damage = 125, -- 25% increase color = 0x7f68228b, range = 500 -- 25% increase DoT = { name = "Acid", minDamage = 1, maxDamage = 10, damageTime = 4 } } }, about 1 year ago


Vote When Project Feature
about 1 month ago Akaito/reassembly-ai-mod-example Webbers, Vampire Beams and Sappers
about 1 month ago Akaito/reassembly-ai-mod-example Multiple color profiles for blocks.
12 months ago Akaito/reassembly-ai-mod-example Shared boost effect on multi turret/cannon
12 months ago Akaito/reassembly-ai-mod-example rotatable thrusters / rotatable launchers
12 months ago Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags
about 1 year ago Akaito/reassembly-ai-mod-example Auto-fire/Point Defense Rework
about 1 year ago Akaito/reassembly-ai-mod-example Increase Vertex Limit for Shapes
about 1 year ago Akaito/reassembly-ai-mod-example Extra Port Flags
about 1 year ago Akaito/reassembly-ai-mod-example Custom shield shape flags
about 1 year ago Akaito/reassembly-ai-mod-example Custom thruster keybinding
about 1 year ago Akaito/reassembly-ai-mod-example attach custom audio events to blocks
about 1 year ago Akaito/reassembly-ai-mod-example barrelTaper or related barrel cosmetic parameters