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Name Description Features Votes
Akaito/reassembly-ai-mod-example Starting point from which to make Reassembly AI mods. 180 1087

Features suggested

Project Feature Score Description
Akaito/reassembly-ai-mod-example Agent stats 13 * how many times an agent has killed a player * how many times players have killed the agent * agent tiers (increase with kills) * website with agent rankings / tier lists * GUI to query the player - did you enjoy that agent encounter? also bias agent downloads more towards recently uploaded agents and steam friends
Akaito/reassembly-ai-mod-example maxLaunchedBlocks launcher drone/missile cap 17
Akaito/reassembly-ai-mod-example attach custom audio events to blocks 6
Akaito/reassembly-ai-mod-example allow blocks with mass between 0 and 1 9
Akaito/reassembly-ai-mod-example bindingId should work in block definitions 6
Akaito/reassembly-ai-mod-example Fix ship deletion / duplication when sorting ships in fleet screen 5
Akaito/reassembly-ai-mod-example barrelTaper or related barrel cosmetic parameters 13
Akaito/reassembly-ai-mod-example configurable explosion colors 1 ideally per-block/projectile, but maybe just per-faction
Akaito/reassembly-ai-mod-example rotatable thrusters / rotatable launchers 23
Akaito/reassembly-ai-mod-example DOT and energy drain weapons (different damage types) 12 fire, acid, EMP, etc.
Akaito/reassembly-ai-mod-example Add C++ API for globally replacing a vanilla action 5
Akaito/reassembly-ai-mod-example NOCLIP/INVULNERABLE/INVISIBLE do not effect growing blocks 4
Akaito/reassembly-ai-mod-example thruster cosmetics 12 change particles or use laser beam graphics Owlfeathers - Today at 2:04 PM One option might be to make thruster graphics similar to explosion triggers: give the option to choose between FLAME or LASER for thruster effects; current thruster cosmetic settings are available if FLAME is selected; range, width, decay, colour, and particles (on/off - like the effect when a laser has EXPLODE) are available if LASER is selected.
Akaito/reassembly-ai-mod-example wormhole should work for modded fleets, just don't upload anything 10
Akaito/reassembly-ai-mod-example stdin console interface 1 reassembly kHeadlessMode should have an interactive command line mode. Would be useful for programmatic usage. read editor commands from stdin and execute them. Allow loading ships from stdin instead of via file.
Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI 10 dragonman13Yesterday at 11:42 PM @manylegged hello sir. would you like add an attachment point that could attach on enemy ships? just like a barnacle attaching on a ship:BlobSpeedThinking: Aleksander WitYesterday at 11:44 PM I did think of a parasitic/swarm kind of thing eating up ships for resources and reproduction. Possibly replacing the AI in the infested ship with one from the infecting faction. manylegged: Barnacles that take over the AI of the ship would definitely be cool. We might even be able to implement it as just an extra command block, so if it gets destroyed the faction reverts. That would be super cool. Please make a feathub entry.
Akaito/reassembly-ai-mod-example more random agent downloads 3 MonsPubisLast Thursday at 6:16 PM RE: Agent Duplication Theory - That would make sense. And a few potential solutions come to mind: 1 - Give each year a 'weight' based on how many entries there are. So if there are 12 agents from 2014 and 88 from 2015, there'd be an 88% chance of getting a 2015 agent. There'd still end up with dupes, but I expect fewer of them since it would draw most from the largest pools. 2 - Have a background cron job that runs and periodically picks, say, 10,000 agents in the current system and is sure to avoid dupes. Then dump the filenames into a flat file and have the server-side agent just go through the flat file line by line until it reaches the end, then restart at the top. The cron job can run semi-inefficiently since it doesn't interact with the player, it just recycles the list server-side. It doesn't have to be perfect, just add additional variety.
Akaito/reassembly-ai-mod-example control ship placement in tournament 8 Arna57 - Today at 7:31 PM A way to import sandbox levels into tournaments or a way to organise a fleet for a tournament as i feel that the random placement version can work but id like to have more control over the placement
Akaito/reassembly-ai-mod-example improve automatic P calculation 19 // @Owlfeathers // With regard to specific adjustments to the automatic P calculations, I think the most // significant changes I'd suggest are as follows: // - Heavily reducing the P of spinal-mounted weapons which rely on DPS instead of burst damage // - (e.g. plasma projector, proton beam), which are usually terrible since the entire ship has // - to continually remain pointed at the target (and moreover, the same exact spot on the // - target) to be effective // - Reducing the value placed on rate of fire for launchers (rapid-fire launchers aren't // - generally as strong as their P values would suggest - since missiles fired at different // - times tend to hit different parts of a target, they don't focus damage well). The rapid-fire // - launchers (with the possible exception of the Terran rocket launcher) are pretty over-valued // - currently, while even ludicrously powerful launchers like the Nuclear Option aren't all that // - expensive due to their low rate of fire. // - Changing drone P calculations - no idea what the formula for this is currently, but most // - drones are pretty bad currently since huge numbers of drones can be countered with minimal // - investment in point defence, and even ignoring that, they spread damage all across a target // - rather than focusing it. Terran drones in particular are also too slow to actually catch any // - ship frail enough for them to stand a chance at harming, while Tinkrell rocket drones are // - just horrifically overpriced. // - Reducing the value placed on lasers with the CHARGING attribute - these are universally a // - bit over-valued, with the possible exception of the Terran burst laser, which finds some // - utility as an expensive-but-good point defence system. // - Including the energy cost of weapons in P calculations - this is a pretty significant factor // - in a weapon's usefulness which is entirely overlooked by P calculations at the moment. // - Fixing P calculations for pulsed non-charging lasers. I don't know how this is currently // - calculated, but there doesn't seem to be any sound logic to it. // Gamindustri's Lost Soul - Yesterday at 2:14 AM //As an added note to Owl's list of changes to P calculations I would like to mention that lasers //entirely ignore explosive properties in calculations. As being explosive can significantly //increase a laser's power I feel that it is a property that P calculations need to reflect.
Akaito/reassembly-ai-mod-example wrap chinese text after each charater 5 instead of only on punctuation
Akaito/reassembly-ai-mod-example verbose tournament logging 4 MonsPubis: Would it be possible to have logging go into "verbose" mode regarding tournaments? Have it mention how many ships of each name spawn on each side, do the battle, then at the end report survivors (i.e 8/8 interceptors on team 1, 3/3 t4 destroyer on team 2 at the start. 8/8 interceptors on team 1, 0/3 t4 destroyer on team 2 at the end). Possibly including ship counts from ships that were built mid-fight, though I'd like to see that as an optional thing. And while we're at it, would it be possible to use a command line parameter to have the game dump tournament-related data into a second file, in addition to the current log, so that the tournament log would be more easily parsed and/or human-readable? The goal would be to essentially make it possible to automate battles and report losses for more persistently-oriented campaigns. Currently, an operator would have to manually tally up all the information at the end, which would demand that someone be at the helm of the tournament at all times.
Akaito/reassembly-ai-mod-example aihint for weapon range 1

Comments

Project Feature Comment When
Akaito/reassembly-ai-mod-example Cannon or laser burst upon block death adding comment from Randomnumbers on deathFeatures: RandomnumbersLast Sunday at 7:52 PM I've been testing extensively with the deathFeatures, and it appears that deathFeatures=CANNON requires a command present on the same cluster to work? This sorta makes ondeath cannons unusable with dumbfire torpedoes and mines. Might I suggest treating deathFeatures=CANNON similar to fragments, in which base cannon field parameters are used as a fragment that is fired once the block is destroyed, and also disregards non-frag parameters in the cannon field such as roundsPerSec, burstyness, and power. Essentially allowing the block to fire a forced, burstyness=1 burst of the base cannon the moment it is destroyed, and any subsequential frags attached to the base cannon work normally too. I've also been told that NEVERFIRE prevents the ondeath cannon from firing, which the tag probably shouldnt be doing. NEVERFIRE would be useful in preventing ondeath cannon missiles from prematurely firing their cannons before impact. Citation needed. On a separate note, would it be possible to get an explosive tag that allows the explosion of a block, cannon, or laser to also damage clusters and ships of the same faction? So essentially self-damaging generator explosions that are controllable and compatible on various other features. This would allow for laser-thruster exhausts that damage the ship unless placed facing outwards, a variety of blueprint drones of different lifetimes that can self-destruct cleanly without making two hundred separate blocks to accompany their various unique designs and lifetimes cough cough, and structural weaknesses similar to the existing generators that forces players to protect in their ships. edit: it also appears that deathFeatures=LAUNCHER crashes the game(edited) RandomnumbersLast Sunday at 9:41 PM edit edit: on further testing, it only crashes when adding deathFeatures=LAUNCHER on one block,Tail Wing id 7692 group 78, and destroying it. I've scrutinized this intensely, but I still don't know why it crashes; the thing is nearly identical to the Sheathe Body id 7686 which doesnt crash the game on the missile's detonation. block https://gyazo.com/80aade7879874d271464d3148be3a2c2 the crash https://gyazo.com/d534ceaee3e3f4d1e314087ba9dd6485 also have a large quantity of crash logs 10 days ago
Akaito/reassembly-ai-mod-example Set energy consumption for each shields separately. There is now a "power" field in shields. Set like shield={power=N}. The default is 1, it gets multiplied by the "regen" field to determine power usage per second. 15 days ago
Akaito/reassembly-ai-mod-example Multi-Core Campaign Support Princess Ayas Karlocceth11/02/2018 bug report: destroying a major core of ships with multi core will cause shield turns off for a sec, when is shield is an oneuse shield will cause it goes destroyed (what i means other cores are oneuse shield...) https://github.com/siiftun1857/magnuassembly/blob/dev-WE2BoLaX/ships/1259_MegaOrb1.lua about 1 month ago
Akaito/reassembly-ai-mod-example Control Barrel Size implemented, closing. about 2 months ago
Akaito/reassembly-ai-mod-example Proper Campaign Features * station talk interface integrated with command interface. Make selections with 456 * quest types: - build a ship with certain properties: R capacity, speed, - deliver R to certain location - conquer certain sector / station - destroy certain enemy ship - defend certain allied ship - teleport player across the map - get R/C or special block as a reward * text template for quest descriptions (several variants) * quest stages - passing certain thresholds increments the quest stage - incoming communique... press '4' and a window pops up with the text * quests filtered based on conditions - stage, player P, player position... * faction sectors also have agents that move around - generate invasion quests - agents have a goal - move towards center, kill a certain faction * allied agent fleets - generate help quest * enemy talk/hail interface - enemy ships hail the player below the target icon - warn them away, war cries (tag cries with distance, ally/enemy P ratio, player P value) * agents can get destroyed by each other / stations with some random chance - also chance of generating new agents * difficulty level to slow down / reduce number of enemy agents - actually possible to loose if all of your stations are destroyed about 2 months ago
Akaito/reassembly-ai-mod-example Modular Beam Weapons woweToday at 1:01 AM suggestion: can you let us change projectileSize with cannon boosters 2 months ago
Akaito/reassembly-ai-mod-example AI should ignore weapons bound to PD in optimal engagement range calculations impmeneted, closing 2 months ago
Akaito/reassembly-ai-mod-example wrap chinese text after each charater implemented, closing 2 months ago
Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags implemented, closing 2 months ago
Akaito/reassembly-ai-mod-example "Charge fully" weapon group setting + tournament weapon setting retention MonsPubisYesterday at 10:55 PM It's a little wonky doing bindings in sandbox. You have to select the ship, [ideally pause so nothing moves around], press 1 to go into pilot mode, press \ to close the console, press b to go to bindings, select your bindings, then turn console back on, switch to build mode, [unpause], then free to export or whatever. You get used to it, but it's definitely not particularly transparent. 3 months ago
Akaito/reassembly-ai-mod-example "Charge fully" weapon group setting + tournament weapon setting retention ImperiXYesterday at 10:45 PM @manylegged maybe a command line term that adds the AUTOFIRE flag similar to how the replace function works so we can select a whole group of parts then apply the flag to the blocks with the desired ID. 3 months ago
Akaito/reassembly-ai-mod-example Expanding ONEUSE function ONEUSE has been expanded to include teleporters and factory blocks. Thrusters need another mechanism anyway, so closing. 3 months ago
Akaito/reassembly-ai-mod-example Many more/Unlimited fill/line colors Where would all the other colors show up? 3 months ago
Akaito/reassembly-ai-mod-example DOT and energy drain weapons (different damage types) Rystiya commented 8 days ago Lasers could be given another varieable ’Drain’ , in addition to existing ones like ‘damage’ and ‘linearForce’. Lasers with positive ‘Drain’ take energy from target to attacker, while negative ‘drain’ do the opposite. A laser with negative ‘damage’ and positive ‘drain’ can take energy only from allies. A laser with positive ‘damege’ and negative ‘drain’ will give energy to the enemies. This feature may allow moderate to build super weapons which takes the energy of a entire fleet to work. 3 months ago
Akaito/reassembly-ai-mod-example bindingId should work in block definitions danny420daleToday at 5:40 PM ...a NOBIND flag for weapons to not show up as bindable on the binding screen... 3 months ago
Akaito/reassembly-ai-mod-example wormhole should work for modded fleets, just don't upload anything implemented, closing 3 months ago
Akaito/reassembly-ai-mod-example AI should ignore weapons bound to PD in optimal engagement range calculations closing 3 months ago
Akaito/reassembly-ai-mod-example improve automatic P calculation implemented a big auto-p rebalance a few months ago. Closing this bug - we can open a new one for future changes. 3 months ago
Akaito/reassembly-ai-mod-example control ship placement in tournament JoltYesterday at 6:55 PM (I'll add this to feathub). Would you consider adding a tournament fleet position export feature How this would be done: use a fleetpositionfield command or positionfield command (those where just examples), To have a square box show up with a marker in the middle. Then the player is able to put ships into the box, and adjust/setup how they want them to appear in-game, in the box, so they can be exported like that. (I'd like it if there was a way to specify the radius of the box), and when they where done they'd use a; positionfield export (fleetname and author), It'd export a .gz(maybe?) compressed file of it to your export place. - After that, you could go into tournament mode and import the file, it would show up like a regular fleet file but with perhaps a target in top corner of the imported ship/fleet image to show it's different than the rest 4 months ago
Akaito/reassembly-ai-mod-example AI should ignore weapons bound to PD in optimal engagement range calculations Implemented in beta - please verify 4 months ago
Akaito/reassembly-ai-mod-example Improve most of weapons' range not going to implement this - this would significantly change the game for normal players who don't build enormous ships. Just use mods. 4 months ago
Akaito/reassembly-ai-mod-example Expanding ONEUSE function one problem with ONUSE thrusters is that they would break drones using ONEUSE weapons. Possibly need a different feature for this 4 months ago
Akaito/reassembly-ai-mod-example Multi-Core Campaign Support RandomnumbersLast Friday at 1:09 PM Alright, so with us being able to add PALETTE to command blocks and the glorious ONEUSE feature, we've been able to come up with the idea of ship budding. Essentially a second ship or something with a secondary command core attached to the main ship with a ONEUSE gun. The gun shoots and the secondary ship pops off and does its own thing. The secondary ship begins to regrow again and the cycle repeats; essentially custom drones that doesn't follow the player. That was the idea at least. It appears that there is some irregularity with ships when trying to construct more command blocks. I got it to build a couple times somehow, but mostly it does not, and the regrowth is stopped short. Can we make this a thing? c: edit: By that I mean have multiple command cores regrow like normal blocks. 4 months ago
Akaito/reassembly-ai-mod-example Range and MuzzleVel Overriding woweToday at 6:37 AM could we have the ability to set custom AI engagement ranges for weapons? with some gimmicky weapons, the range in numbers is a lot shorter than the actual range. i'm trying to make a mod, and one of my current major setbacks is the AI not knowing how to shoot half the weapons i make, so i propose this a cannon/laser block field that's like, engagementRange=some number it'd basically be range, but instead of modifying the cannons range it'd modify what range the AI tries to use it at 4 months ago
Akaito/reassembly-ai-mod-example Separate kSlowGrowRate cvar into kSlowShieldRegen and kSlowBlockRegen Implemented kShieldRegenRate (1 value for tournaments and main game) 4 months ago
Akaito/reassembly-ai-mod-example Telespawn using resources? implemented 4 months ago
Akaito/reassembly-ai-mod-example Weapon binding interface improvements implemented range graphics in binding screen. 4 months ago
Akaito/reassembly-ai-mod-example Palette Ship / Easier way to add blocks to the available palette, rather than needing a palette ship. implemented PALETTE 4 months ago
Akaito/reassembly-ai-mod-example allow blocks with mass between 0 and 1 implemented 4 months ago
Akaito/reassembly-ai-mod-example NOCLIP/INVULNERABLE/INVISIBLE do not effect growing blocks Implemented for NOCLIP and INVISIBLE. I think INVULNERABLE is OK not working on growing blocks 4 months ago
Akaito/reassembly-ai-mod-example Confirmation prompt when overwriting saved level Implemented, sort of. We don't have a mechanism to read input so I added a switch the command. Say 'level_save -f 4' to overwrite level 4. If you omit the -f it won't do anything. Note that you can also say level_save "name_of_level" which might be easier to keep track of. 4 months ago
Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags Are there other use cases for NEVERFIRE? I feel like Owlfeather's example could implemented by just making the armor panels part of the ship and tweaking growRate? 4 months ago
Akaito/reassembly-ai-mod-example deathmatch tournament mode edited the title to make it more specific 4 months ago
Akaito/reassembly-ai-mod-example Agent stats should check for and disallow multi-faction agents not sure how to handle mods - would be cool to support modded agents somehow... 4 months ago
Akaito/reassembly-ai-mod-example Self-Targeting Heal Beams ^ (Aleksander Wit) 4 months ago
Akaito/reassembly-ai-mod-example Self-Targeting Heal Beams Could there possibly be added repair bobble generators? They would look and be pretty much like shield generators (maybe with some visual tweaks) but they would heal blocks inside the bubble instead of defending them. The repair generator would have a specified maximum heal per second that it could use all on one block if there is only one damaged in the bubble. If there would have been multiple damaged blocks inside the bubble then it would just split the repair evenly amongst them. 4 months ago
Akaito/reassembly-ai-mod-example Custom shield shape flags Odinson (DWDaemon)Last Wednesday at 12:49 AM Would it be possible to have a shield turret that projects a shield arc in a given direction? 4 months ago
Akaito/reassembly-ai-mod-example use moddable custom shader for shields I renamed the title to be a little bit more general - Position and Transform are part of my rendering system and not easy to change in specific places at all. I think going a whole custom shader for shields is a good idea anyway, just for efficiency, and will be much more easily modded as well. 4 months ago
Akaito/reassembly-ai-mod-example Telespawn using resources? MARINEDEMONYesterday at 10:17 PM FREESPAWN; Allows Factories to create ships without using R. (Supposed to be a less powerful TELESPAWN) 4 months ago
Akaito/reassembly-ai-mod-example Local ID relocation FYI you can totally work more more than one local mod, you just have to be careful that the identifiers don't collide. You have block ids from 0-200 and 17000 to 26000 so there should be plenty of space. Use factions/groups from 20-100. 4 months ago
Akaito/reassembly-ai-mod-example Explosive damage dealt over a set period of time also add configurable explosion colors 4 months ago
Akaito/reassembly-ai-mod-example configurable explosion colors merge into https://feathub.com/Akaito/reassembly-ai-mod-example/+21 4 months ago
Akaito/reassembly-ai-mod-example increase mirror-able shape scale limit closing 4 months ago
Akaito/reassembly-ai-mod-example Explosive Blast Delay merged into https://feathub.com/Akaito/reassembly-ai-mod-example/+21 4 months ago
Akaito/reassembly-ai-mod-example Explosive damage dealt over a set period of time Zfall99 commented 17 days ago What if there was a parameter for missiles, or rather any EXPLODE tagged object, where upon contact with an enemy, instead of detonating normally, the missile would destroy itself and then there'd be a delay before the actual explosion happens at the location where the missile destroyed itself? Something like this: blastDelay = X (amount of time in seconds) So if blastDelay = 2, the missile would impact a ship, destroy itself / disappear, and then 2 seconds later the explosion would occur at the point where the missile destroyed itself in space. This would allow for some form of balancing for high blast radius missiles by giving the targeted ship enough time to escape the blast radius. 4 months ago
Akaito/reassembly-ai-mod-example Add kCVarName += added_value to some entries of the original cvars implented, closing. 4 months ago
Akaito/reassembly-ai-mod-example Fix ship deletion / duplication when sorting ships in fleet screen I think this is fixed, closing. 5 months ago
Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags Implemented ALWAYSFIRE 5 months ago
Akaito/reassembly-ai-mod-example Various requests regarding C++ AI modding implemented, closing. 5 months ago
Akaito/reassembly-ai-mod-example Shrapnel - Missiles or plasma Pretty much implemented. closing. 5 months ago
Akaito/reassembly-ai-mod-example ONESHOT block feature (block self-destructs after firing once) implemented, closing. 5 months ago
Akaito/reassembly-ai-mod-example Various requests regarding C++ AI modding The ReassemblyRelease.lib has been updated so getHealthFaction() should be available now (need beta reassembly). 5 months ago
Akaito/reassembly-ai-mod-example bullet spread evenly when burstyness=1 implemented. Set pattern=SPIRAL on your cannon definition. 5 months ago
Akaito/reassembly-ai-mod-example thruster push opposite direction with negative force set & laser or cannon aim and fire in opposite direction with negative range set 2, https://feathub.com/Akaito/reassembly-ai-mod-example/+68 the issue can be fix by separate thruster and push laser in different block , it may marked as secondary suggestions . "thrusterForce=-5000000,thrusterBoost=-1,thrusterBoostTime=4," negative thrusterforce cause thruster particle error https://cdn.discordapp.com/attachments/212907389370892290/473175232535068683/unknown.png laser={damage=0,power=500,range=-400,width=20,color=0xffae00ff,linearForce=5000000,decay=2}, negative laser range only change the visual effect , did not change the laser direction , hit box and push direction is the same as normal laser https://cdn.discordapp.com/attachments/212907389370892290/473176066966552584/unknown.png(edited) 5 months ago
Akaito/reassembly-ai-mod-example fix auto aim turret AI with boosted turret 5 months ago
Akaito/reassembly-ai-mod-example Better Mirroring and Scaling, In-Depth merged into https://feathub.com/Akaito/reassembly-ai-mod-example/+69 5 months ago
Akaito/reassembly-ai-mod-example forced blocks stack feature Randommnumbers commented 16 days ago 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. 5 months ago
Akaito/reassembly-ai-mod-example fix auto aim turret AI with boosted turret I think this was fixed with the fragmentation changes? Can you check? 5 months ago
Akaito/reassembly-ai-mod-example forced blocks stack feature Comments from merged report: Combining colored blocks / 3 Hull with the exact same stats, different colors. VanillaJ asked for this feature 18 days ago — 2 comments — VanillaJ commented 18 days ago Maybe a way to switch between colors on a hull? I currently have 3 different colors for hull on the mod i'm currently working on, and it's getting fairly messy in the game. Having to unlock the same block 3 times just for a different color is getting annoying fairly quickly, and it's hard to make ships with. But I don't want to sacrifice color just because the game can't combine the blocks which have the same stats. TLDR: I have 3 hull, with the same stats. But they're just a different color. And I have to unlock all 3. A way to "combine" them into one purchase? Thanks! manylegged commented 18 days ago Admin Vanilla - Today at 9:52 PM http://prntscr.com/k4zgup Messy and confusing. If you could combine the blocks that have the same name and stat, but different color this problem would be solved Lightshot Screenshot I even color coded it a bit for you! :P The ones that are circled in the same color have the exact same stats, and names(basically), but a different color 5 months ago
Akaito/reassembly-ai-mod-example Combining colored blocks / 3 Hull with the exact same stats, different colors. merging with https://feathub.com/Akaito/reassembly-ai-mod-example/+69 . Closing. 5 months ago
Akaito/reassembly-ai-mod-example Increase Vertex Limit for Shapes No one seems to be complaining about this any more - closing. 5 months ago
Akaito/reassembly-ai-mod-example Shrapnel - Missiles or plasma Arna57 - Today at 11:42 AM a way to change the angles of the fragments relative to the turret the shot its fragmenting from the world possibly trough a variable that you put in the fragment's parameters that you type in relativeToWorld relativeToShot relativeToTurret etc 5 months ago
Akaito/reassembly-ai-mod-example Various requests regarding C++ AI modding Note that ships/clusters also have a member called "bbox" which stores the unroted axis aligned bounding box which might be more appropriate for long skinny ships (I think +x is forwards). AABBox has .mn and .mx members which are the minimum and maximum points. 5 months ago
Akaito/reassembly-ai-mod-example Various requests regarding C++ AI modding Formally the core radius is the mean plus one standard deviation of the blocks in the ship weighted by P (min 0.25 P). You can loop over the blocks in a ship in the AI and calculate it however you want, just beware that it can get slow quickly if you aren't careful. You can access the tournament arena boundaries with zone->getStreamer()->getBoundsRadius() which returns a float2 width/height and and zone->getStreamer()->getBoundsEdges() which returns the number of verts (e.g. 8). These functions aren't dll exported yet but will be soon. 5 months ago
Akaito/reassembly-ai-mod-example Shrapnel - Missiles or plasma fragments should also be effected by cannon boosts and charge boost 5 months ago
Akaito/reassembly-ai-mod-example Shrapnel - Missiles or plasma Randomnumbers - Yesterday at 2:37 AM 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. glorious multibarrel laser Gyazo Gyazo 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.(edited) 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. Gyazo Gyazo And finally, this monstrosity https://gyazo.com/61c454d9b67a711240f92c40f1512369 It's net range is also negative. 5 months ago
Akaito/reassembly-ai-mod-example Add burstBurstiness/burstsPerBurst This can be implemented using the new cannon fragment parameter - just set the base cannon burstyness and use a short range, then use the fragment to get shotgun behavior. Closing. 5 months ago
Akaito/reassembly-ai-mod-example Range and MuzzleVel Overriding Can you add some specific examples of things you would like to do which don't work well with the existing system? I would like to at least try to improve the automatic stuff before adding manual hints. 5 months ago
Akaito/reassembly-ai-mod-example Shrapnel - Missiles or plasma Implemented (tenatively): add cannon fragment parameter which allows recursive projectiles. Use like cannon={damage=x, ..., fragment={damage=y, spread=6.2, roundsPerBurst=10, ...}}. Burstyness and other time-related parameters (except roundsPerBurst) are ignore for fragment projectiles, but you can make them explosive and change the range/damage/muzzleVel/color/etc. as usual. You can have fragments turn into more fragments if you want. The fragments come out when the projectile dies. Leaving open though because it probably needs tweaks. 5 months ago
Akaito/reassembly-ai-mod-example Add text wrapping to block info panel in the sandbox implemented, closing. 5 months ago
Akaito/reassembly-ai-mod-example ONESHOT block feature (block self-destructs after firing once) I appear to have implemented this at some point but it is called ONEUSE. Uh, give it a try? It does appear to handle bursts correctly but I haven't tested it very much. 5 months ago
Akaito/reassembly-ai-mod-example Increase Vertex Limit for Shapes I increased it to 32 (beta only). There are some more complex other things that also need to change to go beyond this point so lets see how this goes. Leaving bug open. 5 months ago
Akaito/reassembly-ai-mod-example Limited Turret Firing Arc Implemented, closing 5 months ago
Akaito/reassembly-ai-mod-example Combining colored blocks / 3 Hull with the exact same stats, different colors. Vanilla - Today at 9:52 PM http://prntscr.com/k4zgup Messy and confusing. If you could combine the blocks that have the same name and stat, but different color this problem would be solved Lightshot Screenshot I even color coded it a bit for you! :P The ones that are circled in the same color have the exact same stats, and names(basically), but a different color 5 months ago
Akaito/reassembly-ai-mod-example add delete/sort button in import browser menu & change default blueprint export to "Saved Games\Reassembly\data\ships\Export" You can change the export directory with kExportDirectory. 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. Randomnumbers - Today at 9:07 PM Regarding the palette ship, maybe a PALETTE feature, opposed to the NOPALETTE, PALETTE adds the block to the campaign palette. 5 months ago
Akaito/reassembly-ai-mod-example improve automatic P calculation (that last comment is from Draxiss) 5 months ago
Akaito/reassembly-ai-mod-example improve automatic P calculation Adding PHOTOSYNTH to a block but giving it a photosynthpersec of zero drastically drops the p-cost of the block, even though the block retains its other functions. Other things P calculation ignores: - Power generation of a command module. One that generates 10 units and one that generates 10000000 units have the same cost. - Growrate - Beam weapon length past 1500 units. I'd suggest a much more gentle scale on beam length to P-cost in general. - Immobilizing and linearForce - Explosive properties of beam weapons - Something else I'm forgetting that's fairly important, but hey I'm sure I'll remember - Thruster boost time - Thruster boost, on the less-than-one end, seems to cap off. In general seems wonky. - Turret rotation speed(edited) 5 months ago
Akaito/reassembly-ai-mod-example ONESHOT block feature (block self-destructs after firing once) Owlfeathers - Yesterday at 10:26 PM I'd say just go with ONESHOT, but set it up so that if ONESHOT is applied to a weapon which has burstyness/roundsPerBurst/pulsesPerBurst defined, it self-destructs after one full burst rather than one shot. I can't really think of any time where you'd want to make a weapon burst fire, but self-destruct before a burst completes, so just bundling that into ONESHOT instead of making a separate ONEBURST probably shouldn't cause any problems?(edited) 5 months ago
Akaito/reassembly-ai-mod-example Option to have more than 2 fleets fighting in the arena at once This is really similar to https://feathub.com/Akaito/reassembly-ai-mod-example/+28 so I'm going to merge them together. Closing. 5 months ago
Akaito/reassembly-ai-mod-example Circular Free-For-All Tournament Format From merged suggestion via Jolt/@Minecraftthedraganator: Instead of 2 fleets fighting in the arena at once it would be 4+ fleets fighting in the arena at once (I’d be fine if it stopped at 4) 5 months ago
Akaito/reassembly-ai-mod-example Shrapnel - Missiles or plasma I assume plasma basically means projectiles here? So something like a cannon that just fires once when it dies? 5 months ago
Akaito/reassembly-ai-mod-example missile barrage / builds all missiles before launching from a launcher Implemented as the LAUNCHER_BARRAGE feature, add it to your launchers. Closing. 5 months ago
Akaito/reassembly-ai-mod-example barrelTaper or related barrel cosmetic parameters barrelTaper was implemented so I'm going to mark this closed. Open a new issue if you have a different barrel cosmetic suggestions. 5 months ago

Votes

Vote When Project Feature
8 days ago Akaito/reassembly-ai-mod-example aihint for weapon range
about 1 month ago Akaito/reassembly-ai-mod-example Refine the function of mods' fleets export
about 2 months ago Akaito/reassembly-ai-mod-example "BELTFED" cannon feature
about 2 months ago Akaito/reassembly-ai-mod-example Spin-Up and Spin-Down on cannons and lasers
2 months ago Akaito/reassembly-ai-mod-example Save game integrity Validation & Mod warnings
3 months ago Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI
3 months ago Akaito/reassembly-ai-mod-example verbose tournament logging
3 months ago Akaito/reassembly-ai-mod-example Moddable Asteroids and Plants
3 months ago Akaito/reassembly-ai-mod-example wrap chinese text after each charater
4 months ago Akaito/reassembly-ai-mod-example Cannon with variable bullet speed and range
4 months ago Akaito/reassembly-ai-mod-example Add more flags for fragment cannon.
4 months ago Akaito/reassembly-ai-mod-example more random agent downloads
4 months ago Akaito/reassembly-ai-mod-example Agent stats
4 months ago Akaito/reassembly-ai-mod-example Confirmation prompt when overwriting saved level
4 months ago Akaito/reassembly-ai-mod-example stdin console interface
4 months ago Akaito/reassembly-ai-mod-example Custom thruster keybinding
4 months ago Akaito/reassembly-ai-mod-example thruster cosmetics
4 months ago Akaito/reassembly-ai-mod-example Explosive damage dealt over a set period of time
4 months ago Akaito/reassembly-ai-mod-example wormhole should work for modded fleets, just don't upload anything
5 months ago Akaito/reassembly-ai-mod-example Various requests regarding C++ AI modding
5 months ago Akaito/reassembly-ai-mod-example Add C++ API for globally replacing a vanilla action
5 months ago Akaito/reassembly-ai-mod-example Circular Free-For-All Tournament Format