Owlfeathers

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Features suggested

Project Feature Score Description
Akaito/reassembly-ai-mod-example Add text wrapping to block info panel in the sandbox 3 Info panel displayed when hovering cursor over a block in the sandbox does not have text wrapping (unlike the one in the campaign), which makes it impossible to see the stats of blocks which have a long blurb when building in the sandbox. Examples below. Viewing block info panel in campaign: https://i.imgur.com/HtwPKNH.png Viewing same block info panel in sandbox: https://i.imgur.com/57BXJI6.png
Akaito/reassembly-ai-mod-example ONESHOT block feature (block self-destructs after firing once) 15 Would be useful for multi-stage missiles, exotic warhead missiles, consumable weaponry, and single-shot drones.
Akaito/reassembly-ai-mod-example Separate kSlowGrowRate cvar into kSlowShieldRegen and kSlowBlockRegen 4 kSlowGrowRate is a cvar which currently reduces block and shield regen rate in tournament mode (80% reduction by default). Slowing block regen makes sense since it makes ships more likely to actually die instead of regenerating all damage they take, and thus reduces tournament match duration. However, since the same cvar also slows shield regeneration, most tournaments disable it because it weakens shields to the point of being mostly useless - as such, I'd like to see these two functions separated into two different cvars.
Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags 21 For making weapons never fire or fire constantly, respectively. Hard for me to easily explain where these would be useful, but there are quite a few applications for both in regard to modding.
Akaito/reassembly-ai-mod-example Various requests regarding C++ AI modding 2 Probably easier to just put these all here instead of having them haphazardly strewn around the #ask_arthur channel (these aren't in any particular order): - Addition of dll export/.lib file update to include getHealthFaction() function (for implementing disengage behaviour on critically damaged ships) - Access to/explanation of core radius calculations (core radius is very different from what I'd expect on some ships, which is causing problems with adding certain AI behaviours) - Some kind of capability to recognize tournament arena boundaries
Akaito/reassembly-ai-mod-example "Charge fully" weapon group setting + tournament weapon setting retention 10 - A weapon group setting in the same vein as ripple fire, which makes charging weapons always wait until full charge before firing. - Having weapon settings like ripple fire and charge fully being retained in tournament mode instead of being removed as they currently are.
Akaito/reassembly-ai-mod-example Confirmation prompt when overwriting saved level 3 Addition of a confirmation prompt which appears when using the "level_save" command on a level which is non-empty, to prevent losing work by way of accidentally overwriting a saved level.

Comments

Project Feature Comment When
Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags More use cases for NEVERFIRE: - What Randomnumbers said (regarding disrupt time interaction with NEVERFIRE launcher armour). - NEVERFIRE charging weapons which charge up but don't fire, so that the charge glow acts as a light. - 0 turretSpeed NEVERFIRE lasers which serve as aesthetic antenna pieces (can somewhat create these with thin ISOTRIs, but they get stuck on everything - and if you give them NOCLIP to prevent that, they become near-indestructible clutter upon getting shot off). - Various NEVERFIRE weapons using the dynamic turret graphics for aesthetics without having them function as actual weapons (e.g. gratings/grilles created via NEVERFIRE, 0 turretSpeed cannon with high roundsPerSec, low damage, and low velocity). 11 months ago
Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags @wowie-sucks-at-life: Most straightforward example I can think of is a launcher which produces large, inert blocks. Since launcher projectiles begin regenerating immediately after being launched/destroyed (come to think of it, launcherRegenDelay would be a good idea for a new block field), this combined with NEVERFIRE would create a "launcher" which produces a continually-regenerating armour panel. about 1 year ago
Akaito/reassembly-ai-mod-example ONESHOT block feature (block self-destructs after firing once) Yes, what I was suggesting in the post Arthur quoted is that if ONESHOT is applied to a weapon which fires in bursts, it should cause the block to self-destruct only once the entire burst is completed. about 1 year ago
Akaito/reassembly-ai-mod-example Oscillating / slashing beam This would be pretty neat, and would also help serve as a balancing mechanism for powerful lasers when making mods (so as to prevent them from just cutting straight through a ship so easily) - angular velocity field is probably not needed though since turretSpeed would already control that adequately. about 1 year ago
Akaito/reassembly-ai-mod-example Shrapnel - Missiles or plasma Having the burst occur at the end of the projectile's life could be achieved by just setting the burst distance to = cannon range. Missiles... are probably different enough from cannons that they wouldn't be able to reuse the same code, but you could get that sort of burst effect from a missile using the ONESHOT feature mentioned in one of the other suggestions here. about 1 year ago
Akaito/reassembly-ai-mod-example Homing & Gravitic Plasma Projectiles I agree with the general concept of this suggestion, but I think the suggested implementation is overly complicated. I'd suggest just having two fields: attractionForce and attractionRange, both of which default to 0. These would function exactly as if there were a turreted tractor laser with the specified force and range attached to the projectile. about 1 year ago
Akaito/reassembly-ai-mod-example Shrapnel - Missiles or plasma @manylegged - My understanding is that this request is to allow projectiles to burst into more projectiles while in flight. So for example you could make it so that the shots from a Terran plasma cannon (say the one with 1300 range) act normally for the first 1000m of their flight, but then turn into a spray of smaller projectiles which travel the remaining 300m before expiring. The spread angle, damage, and number of released projectiles, as well as the distance at which the burst occurs, would be modifiable fields. about 1 year ago
Akaito/reassembly-ai-mod-example Inactive Block Decay SELFDAMAGE or something maybe? about 1 year ago
Akaito/reassembly-ai-mod-example Local ID relocation This would be nice as long as it asks you before relocating (so you can turn it on for some files and off for others). about 1 year ago

Votes

Vote When Project Feature
2 months ago Akaito/reassembly-ai-mod-example Optimization and Multicore CPU Support
4 months ago Akaito/reassembly-ai-mod-example Dislodge Features (or "Detach Features")
10 months ago Akaito/reassembly-ai-mod-example verbose tournament logging
11 months ago Akaito/reassembly-ai-mod-example Cannon or laser burst upon block death
11 months ago Akaito/reassembly-ai-mod-example Fleet formation
11 months ago Akaito/reassembly-ai-mod-example Visual progress indicator for reloading/charging cannon and laser
11 months ago Akaito/reassembly-ai-mod-example control ship placement in tournament
11 months ago Akaito/reassembly-ai-mod-example Agent stats
11 months ago Akaito/reassembly-ai-mod-example Confirmation prompt when overwriting saved level
11 months ago Akaito/reassembly-ai-mod-example thruster cosmetics
11 months ago Akaito/reassembly-ai-mod-example Mod Appearance for Upgrade Menu and Block Palette
12 months ago Akaito/reassembly-ai-mod-example Set energy consumption for each shields separately.
12 months ago Akaito/reassembly-ai-mod-example Shared boost effect on multi turret/cannon
12 months ago Akaito/reassembly-ai-mod-example "Charge fully" weapon group setting + tournament weapon setting retention
about 1 year ago Akaito/reassembly-ai-mod-example Range and MuzzleVel Overriding
about 1 year ago Akaito/reassembly-ai-mod-example Various requests regarding C++ AI modding
about 1 year ago Akaito/reassembly-ai-mod-example Add a shape editor for easier shapes creation
about 1 year ago Akaito/reassembly-ai-mod-example NOCLIP/INVULNERABLE/INVISIBLE do not effect growing blocks
about 1 year ago Akaito/reassembly-ai-mod-example Add text wrapping to block info panel in the sandbox
about 1 year ago Akaito/reassembly-ai-mod-example Separate kSlowGrowRate cvar into kSlowShieldRegen and kSlowBlockRegen
about 1 year ago Akaito/reassembly-ai-mod-example bindingId should work in block definitions
about 1 year ago Akaito/reassembly-ai-mod-example Oscillating / slashing beam
about 1 year ago Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags
about 1 year ago Akaito/reassembly-ai-mod-example Control Barrel Size
about 1 year ago Akaito/reassembly-ai-mod-example Circular Free-For-All Tournament Format
about 1 year ago Akaito/reassembly-ai-mod-example ONESHOT block feature (block self-destructs after firing once)
about 1 year ago Akaito/reassembly-ai-mod-example rotatable thrusters / rotatable launchers
about 1 year ago Akaito/reassembly-ai-mod-example Shrapnel - Missiles or plasma
about 1 year ago Akaito/reassembly-ai-mod-example DOT and energy drain weapons (different damage types)
about 1 year ago Akaito/reassembly-ai-mod-example Local ID relocation
about 1 year ago Akaito/reassembly-ai-mod-example Inactive Block Decay
about 1 year ago Akaito/reassembly-ai-mod-example improve automatic P calculation
about 1 year ago Akaito/reassembly-ai-mod-example Modular Beam Weapons
about 1 year ago Akaito/reassembly-ai-mod-example Laser Diffraction
about 1 year ago Akaito/reassembly-ai-mod-example Add burstBurstiness/burstsPerBurst
about 1 year ago Akaito/reassembly-ai-mod-example Limited Turret Firing Arc
about 1 year ago Akaito/reassembly-ai-mod-example maxLaunchedBlocks launcher drone/missile cap
about 1 year ago Akaito/reassembly-ai-mod-example barrelTaper or related barrel cosmetic parameters