Randommnumbers

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Features suggested

Project Feature Score Description
Akaito/reassembly-ai-mod-example Range and MuzzleVel Overriding 7 Currently, stuff like custom cannons and the new fancy beta fragmentation cannon projectiles make it so that the AI becomes confused on how to use the weapons. A simple range and muzzleVel override for the sole purpose of the AI working properly with the cannons. Or you can be fancy and have it calculate these automatically, but it may be preferable to use a hard override as you can go some fancy things with the frag cannons. Or even both /shrug
Akaito/reassembly-ai-mod-example Better Mirroring and Scaling, In-Depth 4 So as we know, pressing F on a cluster mirrors it, and period and comma changes the block to the next available scale. However, this is predetermined by the game and cannot be fiddled with by mods. This makes rescaling troublesome in blocks with special features and bugs the faction if such a block has a mirrored variant: see last paragraph. What I suggest are another three values or properties alongside the existing with name, group, and blurb when defining blocks in the blocks.lua that defines the so-called "block sets" that the hotkeys F, comma, and period will cycle to in the in-game constructor. For example, a "setScale" value, in which all blocks with the same setScale can be cycled through with comma and period, and a "setMirror" value in which all blocks with the same setMirror can be switched between with F. If one were to also incorporate in Vanilla's idea for switching between colored hull types, might I suggest a "setType" value which is bound to another hotkey. As an example, if a set of RIGHT_TRI2L and R of multiple scales and multiple colors will have the same setScale, Mirror, and Type amongst all of the blocks, the players can freely use the three sets of hotkeys to cycle between each block accordingly. With handling in-game integration with other already present features. For the decryptions in-game using C to unlock blocks for the campaign palette, perhaps only the first block in the setWhatever, and this would also pertain to blocks with all three setWhatevers, be present in the Upgrade menu. With the nature of cycling between the blocks, introducing a second value when defining the setWhatevers, maybe a similar system like the coordinate pairs when defining cannon boost values, that defines the "order" in which the hotkeys will cycle through. While the first value defines the set, the second value defines the order. Imagine a coordinate space with the second values of setScale, Mirror, and Type defining the x y and z axes accordingly. When defined correctly, each block in a set with the same first value will be a point in the coordinate space based on their second values in the setWhatever. And the hotkeys "shift" the current block along one of the three axis, changing either the scale, mirror, or type accordingly. This is merely a visual way to interpret how the a second value in defining sets makes it easier when shifting between blocks in the set. These additions will let modders of more complex factions to better refine and simplify their mods for the users. Also, there was a problem with the Launcher Armor in my own modded faction. I used a series of custom shapes to define launcher blocks in the shape of hull blocks as well as launched blocks that are to be the armor. When active, the launcher builds a launched block on top of itself, superimposing the block. However, in this set of custom shapes, there were mirrors. When testing in the campaign, the starter ship with a mirrored variant of the launcher armor had the error "Current blueprint uses encrypted blocks," and the mirrored variant was also not present in the Upgrade menu. Maxon also had a similar issue. This is mainly the reason to why I suggest a more definite way to create mirrors and scales.
Akaito/reassembly-ai-mod-example Better Plants (Modular Blueprints) 6 An idea on how to make plant generation more random. Since building the plants yourself and saving a blueprint of every individual plant is too tedious. Can also expand into more complexity and increased versatility, too. A rather simple concept that requires the implementation of two new port types and a generalized mechanic. I'll just call them PLANT-IN and PLANT-OUT. Bits of the plants will be built and saved as blueprints in the sandbox, usually with at least one shape with a PLANT-IN port and optional PLANT-OUT ports somewhere on the blueprint. Seeds and the like will still function the same; they stick to environmental blocks and start growing. However, when the command detects an empty PLANT-OUT port, the block with the PLANT-OUT port can act as a secondary seed and select a random blueprint with the appropriate group id. The block with empty PLANT-OUT port will then build that selected plant blueprint with its PLANT-IN port connected to the empty PLANT-OUT port. I assume that the orignal command/seed will dictate the new blueprint to be built, as I hope the block with the PLANT-OUT port can be inert; the one with the PLANT-OUT port simply defines the location. The process repeats on all empty PLANT-OUT ports, including those on the subsequent plant bits. Boom, you got yourself a procedurally generated plant. This is essentially the basics. To facilitate more advanced plant generation, the use of more of the port type channels can be added, for example PLANT-OUT1, PLANT-IN1, PLANT-OUT2, etc. The ports with corresponding numbers will connect amongst each other while not with other port channels. Essentially, you can have plants that grows a trunk, into branches, and then into leaves, and does this entirely randomly from a preset series of plant part blueprints using the appropriate ports. This is just an example pattern; the trunk can continue with PLANT-OUT1 port into another trunk with a PLANT-IN1, or transit to a branch with a PLANT-OUT2. While this feature is directed at plants, I hope that it isn't just seeds that will be able to use this, but normal commands as well. For example, when a generic ship has an exposed PLANT-OUT4 port, it will select a blueprint with the matching PLANT-IN4 port and build it on the PLANT-OUT4 port. We can have some really neat armor concepts, modular junk, or just ships covered in plants. That said, maybe the ports should be named differently if it's got more uses than just plants. And mayhaps a ton of PLANT-IN/OUT channels.
Akaito/reassembly-ai-mod-example Moddable Asteroids and Plants 6 Just some suggestions, though the title mostly serves as a reminder. Here is your requested moddable asteroids. 1. Simply saving clusters without commands to a specific group ID, most probably 100 since that's where the asteroids blocks are, where the game will draw from to populate the galaxy as asteroids. Perhaps a console command similar to ssave that allows for saving the cluster as asteroids and a section in regions.lua that specifies the blueprints as asteroids. Maybe even include some more parameters like asteroid spawning frequency, density, and region location layer specifically for asteroids that overlaps faction regions. 2. Once again having group Id 100 as the asteroid, recycle the randomized asteroid generator to use other modded blocks in group Id 100 with the same shape and scale as interchangeable replacements for some of the original asteroid blocks. This can be used for ores and such, but is limited to the vanilla shapes. To advance on this mechanic, maybe a specific lua file, let's call it asteroids.lua, that defines the asteroid characteristics. For example, asteroids.lua can define types of asteroids by specifying the associated group 100 blocks to be used in the asteroid, and letting the already implemented asteroid generator handle constructing each individual asteroid with the predefined block sets. Can overlap with the previous idea and have these asteroid's placement be modded too. However, all the asteroids may start to look the same. 3. A combination of both. Plants: If I'm not mistaken, couldn't you already get the block palettes for plants and save your own blueprints? Wouldn't the game would draw from these new plant blueprints without any change to the base game? Or if you mean procedurally generated moddable plants, https://feathub.com/Akaito/reassembly-ai-mod-example/+90
Akaito/reassembly-ai-mod-example Complex Blocks (A Concave Solution) 3 So as we know, the game does not entirely support concave custom shapes, and Arthur has commented that reworking the engine to support concave blocks would be horrific, I propose Blueprint Blocks. This is more or less a derivative of the Blueprint Turrets and the modular Blueprint Plants. Through multiple joint blocks, we can achieve concave shapes without Arthur dissecting the game engine. When I say Complex Block, I refer to the whole cluster. Components are blocks in the cluster that do not have the COMPLEX feature and therefore do not define the blueprint these blocks have no special features, and can be freely drawn from a factions normal palette to also be present on Complex Blocks; COMPONENT is an internal feature automatically assigned to each unique component of a Complex Block. The core is the block that has the COMPLEX feature and defines the blueprint. The core is also the block that provides the name, blurb, and some various stats in the Complex Block's palette tooltip. Mechanics: Similar to the other features, Complex Blocks are clusters of blocks that are saved as a named blueprint. The main "core" of the block cluster will have a feature tag, we'll use COMPLEX as a placeholder, which opens up a blueprint="" field in the block where the associated cluster blueprint can be defined. Blocks that are not the "core" where the blueprint is defined but are present on the cluster of Complex Blocks may be assigned automatically a unique "COMPONENT" feature tag that links the component block to the core block, allowing for multiple options that will be listed in the next section. Game Integration: Well, now we've got this new and spiffy addition, there must be a way to elegantly integrate it into the existing game. The Complex Block will appear as a whole cluster when in the Constructor Palette; launchers have a similar mechanic that has both the launcher and the missiles to be included in the thumbnail, so I assume it works. Concerning P values, the sum of all the components and the core can be used as the Complex Block's P and C unlock values. Maybe an override of the core block's tooltip is in order; have it also display the Complex Block's P as well as the core block's own P. Now, the internal COMPONENT feature tag has some uses, but is not entirely necessary. For the Complex Block to be treated as a whole block instead of just a cluster of blocks like what it really is, linking the components to the core is needed in some way. Having the feature of clicking on one component selects the whole Complex Block is desired, like if the cluster that makes up the Complex Block were actually one block. And maybe we can also implore the possibility of shared health. If the blocks are not linked together, and the core block behaves like a command when growing its defined blueprint, then there may be exploits with having the connecting ports covered by other blocks, preventing the whole cluster to grow. Also stacking exploits too.
Akaito/reassembly-ai-mod-example More Independent Port Channels 3 More port channels to facilitate the implementation of more complex build systems and modules. With an apparent favor to have more block interactions (shield, laser, mayhaps even launcher boosters), there may be a need to limit which blocks can attach to which. Our current THRUSTER and WEAPON ports can isolate properly at most 2 independent systems, but more complex mechanics would require more. For example, the Modular Reactor's pieces can fit onto the Modular Cannon's system, making it exploitable even with half the concave shapes clipping through each other. Essentially just WEAPON-IN and WEAPON-OUT, but called something like PORT1-IN and PORT-1OUT, which works exactly the same way. And have a couple dozen of these. Maybe also a PORT1 that can attach to any other PORT1, PORT1-IN, and PORT1-OUT. Stuff you can do with this: Independent armor types and connections, Ten different custom cannon systems if the modder feels inclined, Advanced cannonboost-based armor wiring coupled with the cannon-based generators, Having weapons require specific base or mount block in order to be placed on a ship, An impractical approach at Complex Blocks using the forced connection points, and mayhaps some others I've neglected.
Akaito/reassembly-ai-mod-example Ship Swapping within a Fleet 1 A keybinding and mechanic to be able to take control of other allied ships. The Player presses a button, they control the ship they selected, and the ai takes over their previous ship. For seamless incorporation into both plant based factions and normal ship based, a faction wide value, preferably in the faction.lua, would control whether the Player can swap with allied ships, fleet ships, or unable to swap at all. Concerning command clusters stuff with lifetime, I suggest having the default be swapping to the perishable cluster disabled, unless a block specific feature tag enables it for the relevant command block. (The presence of the PREISHABLE internal feature disables swapping to that core.) Though, there may be some applications with this concept; see last paragraph. Upon destruction of the ship the Player is controlling, the Player should revert to the last ship they were in control of. If that ship is unavailable, then another ship in the fleet would do. They'd die and lose C if there are no ships in their fleet. For plant based factions to be successful, the player's plant dying should not be a significant setback; if the Player is controlling a plant and the plant dies, the player should swap to a random plant nearby, but doesn't lose C. There isn't really any fleets when considering a plant faction, so the previous paragraph wouldn't apply. Swapping to allied plants' command cores should probably be disabled by default. (The presence of the SEED feature disables swapping to that core.) Since the Player can technically swap to different types of allied command cores with this, the Player can copy the relevant blueprint with the different command cores. This would also allow them to edit plant blueprints. Some applications include manually guided missiles, a completely working playable faction of just plants, and people not losing their entire fleet when the capital ship dies.
Akaito/reassembly-ai-mod-example NOLINE and NODETAIL 5 Some relatively small aesthetic features NOLINE - opposite to intline; hides block border lines at all times. Useful on blocks with features that force intlines and two different fillcolors when modders want it to be flush with the hull. Or actually, alpha values for line colors would work too. NODETAIL - removes the little markings and symbols on the block as a result of adding command, tractor, gen, etc.. Should probably exclude turrets though. Not really a pressing issue; one can hide the markings by using a turret with small barrelSize, but this leaves a tiny dot and may be using quite a few resources if its something like generator hull.
Akaito/reassembly-ai-mod-example Inertia Dampening 5 Sometimes, you just want your mines to be stationary or your defense stations to not drift into spikey plants. Suggested one new feature tag, DAMPENER, and two relevant fields, dampenForce and dampenMode. DAMPENER feature tag imply allows use of the two fields. When enabled, allows the block to apply force in the opposite direction to the velocity, equal or less than value specified in dampenForce. dampenForce uses units similar to thrusterForce, but can be omnidirectional, only dependent on current relative velocity. An enabled dampener block with positive dampenForce slows down the cluster. dampenMode has two options, ALWAYSON or CONTROL Dampeners with ALWAYSON, you guessed it, are always on, and constantly apply their force. Effectively prevents clusters from drifting off. Space drag. Could be an effective mechanism of balancing of speed without resorting to weight. In contrast, dampeners on CONTROL can be manipulated by AI and players. Dampeners on CONTROL with positive dampenForce apply their counter force when braking or when the ship's velocity is over ~150 degrees from the desired direction, or when the player pressed the brake key. Effectively decreases brake time regardless of initial velocity, or decreases the time it takes for a ship to make a U-turn. Probably shouldn't be supported, but negative dampenForce :D Dampeners on CONTROL with negative dampenForce apply their force similar to positive dampenForce, but triggers when a ship's velocity is within ~30 degrees of the desired direction, applying its negative counter force and essentially accelerates the ship along its current velocity. Can probably be used as a supplemental omni-directional thruster. In addition, perhaps a field that controls the angle range in which dampeners on CONTROL will activate, overriding the previously suggested 150 and 30 degrees. I can't be bothered to convert to radians. In addition, rotational dampening would also be desirable. Maybe dampenTorque as a field. It would not need to be controlled by the player; a constant torque dampening is enough.
Akaito/reassembly-ai-mod-example absoluteImmobilizeForce 3 laser immobilizeForce but relative to world instead of the laser turret cluster can be used in conjunction with other tractor laser fields that is all
Akaito/reassembly-ai-mod-example ACTIVATE Expansion 4 The ACTIVATE feature seems really useful, so some suggested additions and improvements to integration of ACTIVATE into other features as well. Existing features with ACTIVATE interactions: THRUSTER, SHIELD, EXPLODE, FIN, TRACTOR, PHOTOSYNTH, ASSEMBLER Some desired feature interactions: CANNON, LASER, LAUNCHER, CHARGING, CANNON_BOOST, GENERATOR - ACTIVATE|CANNON_BOOST maintain connections and transfer boost values to adjacent cannonBoosts when inactive, but only apply its own boost values when active - ACTIVATE|GENERATOR apply powerCapacity and generatorCapacityPerSec when active (specifically for the powerCapacity field; activateTimePower already covers generatorCapacityPerSec) CANNON, LASER, LAUNCHER, and CHARGING addressed in Weapon Integration _Flexibility_ activateTime - time in seconds that the block remains enabled after keypress, remains enabled for the duration without input, and disables automatically afterwards activateDelay - time in seconds between the block disabling and being activated again activateBinding=PRIMARY|SECONDARY|TERTIARY|AUXILIARY|PD|UTILITY_PRIMARY|ULTILITY_SECONDARY|UTILITY_TERTIARY, enables the block to be bound into one of the predefined slots activateBinding=PRIMARY|SECONDARY|TERTIARY|FORCED, presence of FORCED forces block to be bound to all slots listed; in this case, the block is activated on keypress of any of the three bindings - activateTime=-1 enables a toggle function, turns on/off on binding keypress; refers to activateDelay for delay between toggle _Resource Integration_ activatePower - already got this; works splendid activateResource - R change on activation, does not activate if R in storage is below activateResource activateTimePower - power change/sec during activated state, deactivates when no power activateTimeResource - R change/sec during activated state, deactivates when no R _Weapon Integration_ - enables interaction between ACTIVATE and CANNON, LASER, and LAUNCHER - basically adds various firing behaviors to the weapons - activateBinding having an option of preserving original weapon binding scheme - activateBinding forces multiple blocks onto the same binding; can synergize various components - activateTime allowing launchers a "burstyness" in which the launcher continuously fires during the duration in which it's activated, still upholds LAUNCHER_BARRAGE - ai should preserve ability to fire these weapons when bound to normal weapon slots, refers to aihint fields to aim - ACTIVATE|TURRET bound to manual slots still have their turrets points to the cursor or a locked target, user-enabled autofire and ai refers to aihint fields to aim - weapons with CHARGING charge to maximum before firing and repeating the cycle for the duration of activateTime, or once if activateTime=0 (for weapon fire delay on activation) - intrablock coordination; a cannon can fire while a launcher ejects a cosmetic "shell", block fires payload and a tractor laser propels it away - intraship coordination; multiple blocks forced bound to a binding firing simultaneously, cannonBoost hull activating all at once to boost a single charging doom cannon, generator boosting powerCapacity to allow a synchronized power-guzzling boosted cannon to fire, ship-wide "power-up" ability, etc.
Akaito/reassembly-ai-mod-example NEVERLAUNCH 2 Goes on the replicateBlock, like AUTOLAUNCH, but prevents the block from leaving its launcher at all costs short of death. Overrides usual launcher interactions with AUTOFIRE, ALWAYSFIRE, and the AI trying to launch it for no apparent reason.

Comments

Project Feature Comment When
Akaito/reassembly-ai-mod-example NEVERLAUNCH If you meant NEVERFIRE 1. that removes launcher control from the player and binding screen, AI can still fire the launcher 2. can't be used in conjunction on a functional cannon or laser without the weapon not being able to shoot at all 9 months ago
Akaito/reassembly-ai-mod-example Inertia Dampening 11 months ago
Akaito/reassembly-ai-mod-example Campaign block purchase order by ID This is already a thing. the Databank blocks are sorted by order present in blocks.lua and there is a sort field that allows you to define the numerical order for each block in which they will appear in the Databank. about 1 year ago
Akaito/reassembly-ai-mod-example rotatable thrusters / rotatable launchers Complex Block* about 1 year ago
Akaito/reassembly-ai-mod-example rotatable thrusters / rotatable launchers If we get this, https://feathub.com/Akaito/reassembly-ai-mod-example/+6 and put the core of the Complex Clock as a turretBlock from the previous comment, with some AI aiming parameters, https://feathub.com/Akaito/reassembly-ai-mod-example/+56, then boom, we get blueprint turrets. about 1 year ago
Akaito/reassembly-ai-mod-example new feature "FORCEDPOINT",which will make a block's point forced to the "points" defined below Or just keep autop at zero and change nothing, but add a feature tag, NO_P, that makes the block free. about 1 year ago
Akaito/reassembly-ai-mod-example Random blueprint option for launched cores Randomized blueprints would be quite nice to have; it'd be some variety. To prevent spawning the blueprint drone ships in faction regions, the best way currently is to have the drone's components cost tens of thousands of P so that the drone's P cost exceeds the region's ship P range. However, instead of the flag being in the blueprints, it'd be simpler to have a parameter in regions.lua similar to the unique and fortress parameters where one can define blueprints to be excluded from the pool of which the game populates the faction's regions. about 1 year ago
Akaito/reassembly-ai-mod-example Cannon or laser burst upon block death The ONEUSE feature is triggered by weapon fire and causes the block to die, the suggested new feature triggers the gun to shoot when the block dies; they're different. This "ON_DEATH" feature can work nicely with NEVERFIRE to create fragmenting missiles that burst on impact. about 1 year ago
Akaito/reassembly-ai-mod-example Many more/Unlimited fill/line colors I assume this is to have the blocks just cycle through the colors in sequence? about 1 year ago
Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags There's still the disrupt time before regeneration can start and the ship begins to regrow; using launchers to grow the armor allows for the armor to regenerate constantly, and also allows for the energy consumption to be set when the replicateBlock is destroyed and the launcher builds a new one. I've managed to get by the problem by fooling the autofire mechanism by adding an EXPLODE feature and setting it's lifetime and explodeRadius to 0.001, however it still occasionally does it. But now that the problem is mostly resolved, I guess it's up to you. Maybe change the NEVERFIRE tag to prevent the ai from constantly checking it's firing conditions and also stop the weapon from showing up on the weapon bindings menu? On larger ships, that screen becomes a mess of yellow lines with all those launcher hull pieces. over 1 year ago
Akaito/reassembly-ai-mod-example Better Plants (Modular Blueprints) Apparently underscores format the text. over 1 year ago
Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags still waiting for NEVERFIRE :'D over 1 year ago
Akaito/reassembly-ai-mod-example Visual progress indicator for reloading/charging cannon and laser Or for simplicity, maybe just a flash to signal that chargeMin is reached and another flash for chargeMaxTime to accompany the bloom vfx already present. over 1 year ago
Akaito/reassembly-ai-mod-example Control Barrel Size Concerning barrelLength, you can amend this with the beta fragmentation feature by having the first projectile controlling the gun's aesthetics with a range of 0, and the second projectile having the weapon's stats such as muzzleVel and the like. over 1 year ago
Akaito/reassembly-ai-mod-example rotatable thrusters / rotatable launchers I have a proposal on How to implement this; one that will both solve all of these issues and open up more complexity for modding. And maybe create new issues, too; who knows. Mayhaps a "turretBlock" similar to a Launcher's replicateBlock, in which the turretBlock can be defined in similar manners to replicateBlock, but with key differences. -The turretBlock is a block that can have an ID and sits on top of its "mount" block and can rotate around. The simplest method for rotation would be lining up the CoM of both blocks and having that as the axis for rotation. -Unlike replicateBlock, which is inactive when it forms, the turretBlock will be active or "connected to the ship" when it is fabricated by its mount and rotate to aim accordingly. -Now for why this is useful: cannons, lasers, launchers, and thruster tags may be added to the turretBlock. Many birb with one stone. -Control schemes for the turretBlock can exist as tags for the mount block or the turretBlock; for example, two different and mutually exclusive tags, one for weapons that point towards enemies and another that control of rotating thrusters. -As the turretBlock exists and a predefined block, it can use custom shapes when defining it. This will allow more customization with the turret shapes and whatnot that people would try to make cool stuff with. -Hopefully turretLimit can affect the rotation angle for these turrets, too??? -To reduce complexity, the player cannot attach blocks onto the turretBlocks as its ports will be disabled when mounted, similar to replicateBlocks. However, this point carries onto the next section. Now for some stretching, or "What I think would be cool to have": -Being able to define blueprints for the turretBlock and having some neat turret pieces. This would allow for even more complex weapons and combinations. An example would be a more reliable tractor-laser railgun. However, this would imply a COMMAND tag which may cause issues. As the turretBlock may or may not have an ID, forcing an ID would cause it to spawn with its group palette in sandbox, therefore allowing clusters to be created and saved. I do hope that this can be a thing; some dynamic bits to ships would be quite nice, albeit even if the player can't edit it. -Being able to define AI aiming parameters to assist the AI in aiming such weapons. It's that thread about forcing range and muzzleVel onto the AI for it to use. over 1 year ago
Akaito/reassembly-ai-mod-example thruster cosmetics Dumping my thoughts here: It would also be nice to see an option for both. Darker color settings of thrusters of great thrusterForce creates quiet some intersting ring-like particles. These rings would complement laser cosmetics nicely. On that note, parameter to control the particle size that overrides the thrusterForce would be useful for creating better configurable trails without changing mass and thrust balancing. In addition, dynamic thruster trails that move away from the thruster in the direction of thrust would be something to see. over 1 year ago
Akaito/reassembly-ai-mod-example Range and MuzzleVel Overriding Pasted from the Discord: In response to arthur's query about applications of the forced Range and MuzzleVel parameters, here are some of said applications. Firstly, of course are the custom cannons, but I do think those can receive some love from automatic calculations, really. Secondly, are those cannon-laser hybrids such as this thing: https://gyazo.com/f8f0a632cfbc916cb8cbc2ee220c9f7f The AI uses the cannon stats to aim, but it is the laser that is the main offensive component so it ends up missing. Thirdly, are those frag cannon shenanigans that utilize some negative range and muzzleVel to achieve some magical outcome, and of which the ai can't use properly. Although, the ones with a decent muzzleVel still works with user autoaim enabled, but not with the AI piloting. For example, this thing: https://gyazo.com/455d03a4ef336973dca6f8fa0bfb5c45 The sum of its total range is actually negative two thousand. As such, the AI cant shoot it. And finally, this monstrosity https://gyazo.com/61c454d9b67a711240f92c40f1512369 It's net range is also negative. over 1 year ago
Akaito/reassembly-ai-mod-example Range and MuzzleVel Overriding Will do. over 1 year ago
Akaito/reassembly-ai-mod-example Add text wrapping to block info panel in the sandbox I need this. over 1 year ago
Akaito/reassembly-ai-mod-example Increase Vertex Limit for Shapes I want to make a circle. over 1 year ago
Akaito/reassembly-ai-mod-example Custom shield shape flags Might I suggest having shield shapes use custom shapes from a shapes.lua file, with the radius being a multiplier to the dilation factor of the shape. over 1 year ago
Akaito/reassembly-ai-mod-example Refine the priority of loading mod *whistles inconspicuously* over 1 year ago
Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags I need this. pls. over 1 year ago

Votes

Vote When Project Feature
2 months ago Akaito/reassembly-ai-mod-example Custom Applied Force for Cannons
2 months ago Akaito/reassembly-ai-mod-example More NOCLIP types
2 months ago Akaito/reassembly-ai-mod-example More line features
2 months ago Akaito/reassembly-ai-mod-example Modular Shields (Shield generator and shield projector)
9 months ago Akaito/reassembly-ai-mod-example NEVERLAUNCH
10 months ago Akaito/reassembly-ai-mod-example add agents from mods
10 months ago Akaito/reassembly-ai-mod-example ACTIVATE Expansion
10 months ago Akaito/reassembly-ai-mod-example absoluteImmobilizeForce
10 months ago Akaito/reassembly-ai-mod-example Long Range Teleporter
11 months ago Akaito/reassembly-ai-mod-example Tournament recognize A.I. flags
11 months ago Akaito/reassembly-ai-mod-example LIGHTING block
11 months ago Akaito/reassembly-ai-mod-example map galaxy generation screen/options
11 months ago Akaito/reassembly-ai-mod-example Inertia Dampening
11 months ago Akaito/reassembly-ai-mod-example Diplomacy - Faction Expansion
11 months ago Akaito/reassembly-ai-mod-example Faction theme musics
11 months ago Akaito/reassembly-ai-mod-example Planetary sectors
11 months ago Akaito/reassembly-ai-mod-example SUN idea
11 months ago Akaito/reassembly-ai-mod-example NOLINE and NODETAIL
11 months ago Akaito/reassembly-ai-mod-example Control Projectile Glow(Shape)
11 months ago Akaito/reassembly-ai-mod-example Max Bullet Range
11 months ago Akaito/reassembly-ai-mod-example Casual-Friendly moding, and other things.
11 months ago Akaito/reassembly-ai-mod-example AUTOTORQUE
11 months ago Akaito/reassembly-ai-mod-example IGNORE flag and LIVE flag
11 months ago Akaito/reassembly-ai-mod-example Energy Transfer beam and Energy Power field
11 months ago Akaito/reassembly-ai-mod-example New unlock mode: Unlock by raiding vault
11 months ago Akaito/reassembly-ai-mod-example New unlock mode: Unlock by searching derelicts
11 months ago Akaito/reassembly-ai-mod-example New unlock mode: Unlock by pickup
11 months ago Akaito/reassembly-ai-mod-example AVOID flag
11 months ago Akaito/reassembly-ai-mod-example Inheritance in blocks.lua
11 months ago Akaito/reassembly-ai-mod-example Telesphere and Ctrl+Z
11 months ago Akaito/reassembly-ai-mod-example IRONCURTAIN field
11 months ago Akaito/reassembly-ai-mod-example LAUNCHDOCK docking module
11 months ago Akaito/reassembly-ai-mod-example Implement RWDK-like system as a standalone executable along with the game
12 months ago Akaito/reassembly-ai-mod-example Allowing for parts to be textured.
12 months ago Akaito/reassembly-ai-mod-example Mods enabled/disabled per save slot
about 1 year ago Akaito/reassembly-ai-mod-example Grown blocks on launchers can grow launched blocks
about 1 year ago Akaito/reassembly-ai-mod-example Extra Port Flags
about 1 year ago Akaito/reassembly-ai-mod-example Healing cannons
about 1 year ago Akaito/reassembly-ai-mod-example implement the mod extended armuory into the stock game
about 1 year ago Akaito/reassembly-ai-mod-example Ship Swapping within a Fleet
about 1 year ago Akaito/reassembly-ai-mod-example Block transforms into another block on death
about 1 year ago Akaito/reassembly-ai-mod-example Set a separate unlock P value for each faction
about 1 year ago Akaito/reassembly-ai-mod-example Fine tune spinal weapon aiming
about 1 year ago Akaito/reassembly-ai-mod-example Moddable Asteroids and Plants
about 1 year ago Akaito/reassembly-ai-mod-example Cannon/laser support for shapes with multiple WEAPON_OUT
about 1 year ago Akaito/reassembly-ai-mod-example More Independent Port Channels
about 1 year ago Akaito/reassembly-ai-mod-example Complex Blocks (A Concave Solution)
about 1 year ago Akaito/reassembly-ai-mod-example Random blueprint option for launched cores
about 1 year ago Akaito/reassembly-ai-mod-example Cannon or laser burst upon block death
about 1 year ago Akaito/reassembly-ai-mod-example Drain laser
about 1 year ago Akaito/reassembly-ai-mod-example Cloaking Devices
about 1 year ago Akaito/reassembly-ai-mod-example Cannon with variable bullet speed and range
about 1 year ago Akaito/reassembly-ai-mod-example new feature "FORCEDPOINT",which will make a block's point forced to the "points" defined below
about 1 year ago Akaito/reassembly-ai-mod-example Add a text box for factions' brief introduction in ship-color adjusting interface
about 1 year ago Akaito/reassembly-ai-mod-example Faction set to allies
about 1 year ago Akaito/reassembly-ai-mod-example Sort "Databank" and "Palette"
over 1 year ago Akaito/reassembly-ai-mod-example Scavenger Beam
over 1 year ago Akaito/reassembly-ai-mod-example AI should ignore weapons bound to PD in optimal engagement range calculations
over 1 year ago Akaito/reassembly-ai-mod-example Add more flags for fragment cannon.
over 1 year ago Akaito/reassembly-ai-mod-example Better Plants (Modular Blueprints)
over 1 year ago Akaito/reassembly-ai-mod-example use moddable custom shader for shields
over 1 year ago Akaito/reassembly-ai-mod-example Shared boost effect on multi turret/cannon
over 1 year ago Akaito/reassembly-ai-mod-example Visual progress indicator for reloading/charging cannon and laser
over 1 year ago Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI
over 1 year ago Akaito/reassembly-ai-mod-example Set energy consumption for each shields separately.
over 1 year ago Akaito/reassembly-ai-mod-example Multi-Core Campaign Support
over 1 year ago Akaito/reassembly-ai-mod-example forced blocks stack feature
over 1 year ago Akaito/reassembly-ai-mod-example thruster cosmetics
over 1 year ago Akaito/reassembly-ai-mod-example configurable explosion colors
over 1 year ago Akaito/reassembly-ai-mod-example Range and MuzzleVel Overriding
over 1 year ago Akaito/reassembly-ai-mod-example Add text wrapping to block info panel in the sandbox
over 1 year ago Akaito/reassembly-ai-mod-example Separate kSlowGrowRate cvar into kSlowShieldRegen and kSlowBlockRegen
over 1 year ago Akaito/reassembly-ai-mod-example Increase Vertex Limit for Shapes
over 1 year ago Akaito/reassembly-ai-mod-example When's Reassembly 2 coming out? ;)
over 1 year ago Akaito/reassembly-ai-mod-example Better Mirroring and Scaling, In-Depth
over 1 year ago Akaito/reassembly-ai-mod-example Optimization and Multicore CPU Support
over 1 year ago Akaito/reassembly-ai-mod-example ONESHOT block feature (block self-destructs after firing once)
over 1 year ago Akaito/reassembly-ai-mod-example DOT and energy drain weapons (different damage types)
over 1 year ago Akaito/reassembly-ai-mod-example maxLaunchedBlocks launcher drone/missile cap
over 1 year ago Akaito/reassembly-ai-mod-example bindingId should work in block definitions
over 1 year ago Akaito/reassembly-ai-mod-example Custom shield shape flags
over 1 year ago Akaito/reassembly-ai-mod-example fix auto aim turret AI with boosted turret
over 1 year ago Akaito/reassembly-ai-mod-example Control Barrel Size
over 1 year ago Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags
over 1 year ago Akaito/reassembly-ai-mod-example Add burstBurstiness/burstsPerBurst
over 1 year ago Akaito/reassembly-ai-mod-example improve automatic P calculation
over 1 year ago Akaito/reassembly-ai-mod-example rotatable thrusters / rotatable launchers
over 1 year ago Akaito/reassembly-ai-mod-example Modular Beam Weapons
over 1 year ago Akaito/reassembly-ai-mod-example Limited Turret Firing Arc
over 1 year ago Akaito/reassembly-ai-mod-example Palette Ship / Easier way to add blocks to the available palette, rather than needing a palette ship.