inf30

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Features suggested

Project Feature Score Description
Akaito/reassembly-ai-mod-example Entire-ship shield 5 Projects shield over the entire ship instead of fixed circle
Akaito/reassembly-ai-mod-example CannonBoost increase projectile size of cannon with fixed projectileSize 2 Unsure of the technical complications, will this be easier to implement if projectileSize property is a multiplier if the calculated size? For example projectileSize = 0.5 means the bullet is half the size of the auto-calculate
Akaito/reassembly-ai-mod-example Laser charge up (opposite of decay) 4
Akaito/reassembly-ai-mod-example Cannon/laser support for shapes with multiple WEAPON_OUT 6 Current cannon/laser with such shapes only use one WEAPON\_OUT port to fire. Feature request to make weapon use all ports to fire. \- Possible application includes: Spread shot with uniform spread. Multiple barrel spinal-mounted weapon. Superlaser made from multiple lasers in parallel. \- Weapon could cycle through the ports in a loop. roundsPerBurst to make all ports fire at once. \- Not sure how will turreted weapon support this, perhaps let us define custom barrel shape? \- May pose trouble for AI aiming, perhaps make AI aim with the first WEAPON\_OUT and ignore the rest? Alternative would be to have single WEAPON\_OUT where the AI will use and a new tag for the extra weapon ports
Akaito/reassembly-ai-mod-example Oscillating / slashing beam 9 Similar to cannon's spread, make beams able to swing back and forth up to certain degree and another value to control the angular velocity. Possibly a mechanic to randomize initial beam angle so multiple slashing beams don't sync.
Akaito/reassembly-ai-mod-example Visual progress indicator for reloading/charging cannon and laser 5 A QOL feature especially for modded weapons with very long reload. I think this should only apply to weapons with reload above certain threshold for example 5s.
Akaito/reassembly-ai-mod-example Cannon with variable bullet speed and range 4 Probably something like **a deviation variable that will make final muzzleVel = muzzleVel ± deviation** - similar thing for range. It can improve cosmetics of burst weaponry by adding a second dimension to spread. Variable range on stacked rounds can also emulate attenuating projectiles.
Akaito/reassembly-ai-mod-example CannonBoost can modify chargeMaxTime and spread 2
Akaito/reassembly-ai-mod-example Block transforms into another block on death 3 A new Block struct field (similar to replicateBlock) that this block will transform into upon lifetime runs out or reaching 0 HP **Example uses:** - Armor piercing missiles that transform into short-lived explosive NOCLIP - Missiles that transform into ALWAYSFIRE cannon for alternate "explosion" - Missiles with delay before it gain thruster/explosive - "Reactive" armor that transform into short-lived invulnerable/shield/launcher/etc - Important parts like core transform into time bomb for dramatic explosion **Additional thought:** - Transform should probably happen immediately skipping grow/ungrow - Block may transform several times - Transformed block may need to have the same shape to not look weird - Transformed block may remain attached to the parent ship provided it have the same shape/ports - Transformed block retain velocity and orientation. HP need to be reset in case it reached zero, not sure otherwise. **Extra:** If blockId can be used in this field similar to replicateBlock={blockId}, we can also make block transform in a cycle. However there need to be a way to set to block to transform only when lifetime runs out but not when reaching 0 HP. Furthermore current HP and turret orientation may need to retain across transform. Some use cases for this include: - Armor that periodically gain "armor" field or INVULNERABLE - Weapons that switch firing cycle - Block that switch between INVISIBLE and color (strobe light) EDIT: Perhaps one way to control transform rule is by enum field. For example "transformTrigger" field which can be ONDEATH or ONTIMEOUT. ONTIMEOUT only transform when lifetime reaches 0 and retain current HP ONDEATH always transform and HP is reset

Comments

Project Feature Comment When
Akaito/reassembly-ai-mod-example Oscillating / slashing beam Perhaps a more generalized way to implement this is by "auto rotate" mechanic. Modders can specify auto rotate arc and maybe velocity. Turret will automatically rotate back and forth within specified arc. This allows the feature to work with any turreted weapon. - This mechanic could probably be separated from with existing turret arc and AI. For instance laser may auto rotate 15 deg but turret itself have 180 deg arc - If auto rotate arc is 360 deg, should probably auto rotate in one direction only - With NEVERFIRE one can create rotating radar dish or something 2 months ago
Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags If we make the launcher larger than the replicated, NEVERFIRE can be used to enforce minimum spacing between the replicated block - probably useful for balance if the replicated have INVULNERABLE or high meleeDamage. 4 months ago
Akaito/reassembly-ai-mod-example Cannon/laser support for shapes with multiple WEAPON_OUT 5 months ago
Akaito/reassembly-ai-mod-example Entire-ship shield I agree complex shapes is a no-go. Maybe we can use the existing collision detection of the ship? For instance when any part of the ship is hit, redirect damage to shield instead. This will remove the expanding shield effect though. Approach #2 is make the module auto-generate ( circle / oval / minimum convex polygon ) that covers the entire ship + a little padding. On an unrelated note, if we use multiple modules with differ stats, how should they stack? I imagine additive stacking. This allows possibility of modular parts, some adding health while some adding regen. At the same time opacity and delay will generally go up with more modules. 5 months ago

Votes

Vote When Project Feature
about 1 month ago Akaito/reassembly-ai-mod-example Fine tune spinal weapon aiming
2 months ago Akaito/reassembly-ai-mod-example forced blocks stack feature
2 months ago Akaito/reassembly-ai-mod-example Cannon/laser support for shapes with multiple WEAPON_OUT
2 months ago Akaito/reassembly-ai-mod-example Block transforms into another block on death
4 months ago Akaito/reassembly-ai-mod-example Drain laser
4 months ago Akaito/reassembly-ai-mod-example Cannon or laser burst upon block death
4 months ago Akaito/reassembly-ai-mod-example AI should ignore weapons bound to PD in optimal engagement range calculations
4 months ago Akaito/reassembly-ai-mod-example Cannon with variable bullet speed and range
4 months ago Akaito/reassembly-ai-mod-example CannonBoost can modify chargeMaxTime and spread
4 months ago Akaito/reassembly-ai-mod-example Ship design interface displays relevant data
4 months ago Akaito/reassembly-ai-mod-example Add more flags for fragment cannon.
4 months ago Akaito/reassembly-ai-mod-example Agent stats
4 months ago Akaito/reassembly-ai-mod-example Shared boost effect on multi turret/cannon
4 months ago Akaito/reassembly-ai-mod-example Auto-fire/Point Defense Rework
4 months ago Akaito/reassembly-ai-mod-example Multi-Core Campaign Support
4 months ago Akaito/reassembly-ai-mod-example Set energy consumption for each shields separately.
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 Mod Appearance for Upgrade Menu and Block Palette
5 months ago Akaito/reassembly-ai-mod-example Visual progress indicator for reloading/charging cannon and laser
5 months ago Akaito/reassembly-ai-mod-example CannonBoost increase projectile size of cannon with fixed projectileSize
5 months ago Akaito/reassembly-ai-mod-example Range and MuzzleVel Overriding
5 months ago Akaito/reassembly-ai-mod-example NOCLIP/INVULNERABLE/INVISIBLE do not effect growing blocks
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 rotatable thrusters / rotatable launchers
5 months ago Akaito/reassembly-ai-mod-example Modular Beam Weapons
5 months ago Akaito/reassembly-ai-mod-example Limited Turret Firing Arc
5 months ago Akaito/reassembly-ai-mod-example Laser charge up (opposite of decay)
5 months ago Akaito/reassembly-ai-mod-example Entire-ship shield
5 months ago Akaito/reassembly-ai-mod-example Oscillating / slashing beam