- Title: Reassembly
- Release Date:
Information about Reassembly is still incomplete. Please help us fill the details of the game using this contact form.
An odds n ends collection of wacky and off the wall modding tips you may rarely ever use, but they exist and no one will bother to tell you them.
Inline Spinal Launchers
Unlike normal launchers, this is the inside the shape kind that reduces stack jankyness present in things like terran drones that anyone can do, even with the rwdk.
Just a launcher with TURRET and turretSpeed=0 or turretLimit=0. I say or as either work fine induvidually. You can also use normal turreted launchers for interior launchers.
Faction type-Feature bloat
This is a faction focused on as few blocks as possible or even a single core block. These factions are best for exponential power with more blocks as apposed to the hull block monoliths of terran ship building.
Every block does something even if it is just a thruster and a turreted weapon, which does work fine with the ai contrary to popular beleif
The main defining feature of these factions are multipurpose hulls, a very feature long list core, and no generator blocks to be seen. Quite litterally foregoes the idea of generators entirely unless you wanna try to balance x weapon systems with y weapon systems.
My advice is to add HATES_PLANTS to their faction tags and give them some photosynthPerSec=~0.1-0.3.
Not to be confused with a balanced faction, these typically have a lot of modular power with some kind of cost to every single block, even hull. Whether it be capacity loss, power drain, p cost, r drain, etc.
Everything has a cost. The idea is you have a lot of sandbox freedom but need to carefully manage passive draw, passive generation, and active equivalents ontop of more dynamic draws like weapons and creation/repair systems.The only notable example out right now as time of writing is sentients with modular thrust and modular weapon systems.
However i do have a WIP mod in the faction type called ritrians, featuring as many modular parts as possible, meant more as an extreme but good example.
Created on custom shapes with multiple port types on the same port, such as THRUSTER_IN|WEAPON_IN, and it will only connect to a THRUSTER_OUT|WEAPON_OUT port. This system is called latch or clamp ports, whatever you perfer. Unknown if it works with LAUNCHER-MISSILE in the mix but the IN/OUT combinations available for weapons and thrusters makes around 3 types available with thruster and weapon chain functions. 2 more if you include NORMAL(default) ports mixed in and of course even more with 3 types(NORMAL|WEAPON|THRUSTER)
These all allow you to make exclusive block mounts for any modular system you would like, including a special reactor needing cable connection to weapons for “powering”, or just mounting the weapon on your ship in this case.
Found this one by pure accident when making custom shapes for silverfish.
Uses for armor
Now, before you raise your pitchforks, there is a use. A couple really. One notable use is in my mod silverfish, where they have them on drones. See, they make a lot of drones. As it is their faction theme, they make a l o t of drones, a wall in fact. Armor allows bullets to actually pass through this wall like any other weapon type and allow them to be actually fightable with anything short of nuclear options.
And with testing, they also work properly on shields. As properly as armor does at least. This allows you to make shields strong against big piercing bullet guns or rapid fire gatling guns without splash, but weak to explosive anti armor rounds.
And take my word for it, armor on hull is VERY counterintuitive to hulls function. Dont.
Bouncy rockets/Melee missiles
Hybrid section because theyre so short.
Bouncy rockets are as simple as adding BUMPER to a missile, thats it. They simply make an explosion and bounce off the target when they collide.
Melee missiles are just missile with MELEE instead of EXPLODE. They also work for torpedoes. MELEE is terrible on drones however.
Short section on the jankiness of lasers.
Basic lasers will always fire and not collide with anything under their width size. Unless you use negative width, but it looks ugly.
Adding negative damage to a laser will register it as a healing laser with new particles.
Needs to be on a binding separate from weapons or launchers for the ai to use it properly however.Burst lasers have two burst types. Charge and burst.
Normal burst lasers fire in bursts like cannon rate of fire. Changes to next barrel every burst.
Charge lasers have more interesting properties, with normal burst values being bursts upon shot. Meaning you can have a laser deal 1 damage but hit 33 times with low fade to make a charging burst laser, of course changing barrels each burst.
You can also use charge burst with a super low burst time to make a multi prong laser.
Any charge laser will calculate and pierce according to its damage and range, meaning it effectively has infinite pierce with enough bursts and high damage. Or just INF damage because big number funni.
Modular cannon turrets
Yes, thats correct, turrets.
Putting a WEAPON_IN port on a turret block will make it shoot out the turret, i reccomend adding CANNONBOOST only and no CANNON in the features list, allowing you to make a total conversion of a spinal cannon with a cost to it. Unsure if it will aim with only CANNONBOOST and give it a dummy CANNON if it dont.
Might work making a laser turreted, but i doubt as weapon ports and lasers barely even get along.
Multicore/Drone core/Modular drones
Put the pitchforks and torches away. I know multicore is janky but it seems to favor the first core in the blueprint file. This is a quick footnote on how to make cores for these and how to use them.
Basically just give them COMMAND but no ASSEMBLER or REGROWER when that gets fixed.
You can give it a lifetime but i dont recomend as they already do not last long.
You can turn these into modular drones with decouplers, and make AI usable decouplers with a ONEUSE|EXPLODE cannon with like 1 damage and radius explosion and your desired deploy range. You can also attach a dummy healing LASER to make it fire when ships nearby are damage IF on separate control binding.
Just add your ship to the decoupler to make it ready if it saves the cores correctly.
You can make an ai_hintRange=0 turret launcher for a custom shield.
Factions with DODGES tag and a teleporter on the ship will make it vanish away somewhere else when shot at.
You can give shields negative energy use for energy generation when hit.
You can make a generator eat power and make power with ACTIVATES power usage and generators capacityPerSec.
Giving any block GENERATOR and a negative generation will make it passively suck power, same with PHOTOSYNTH.
That's everything we are sharing today for this Reassembly guide. This guide was originally created and written by Ribbons0121R121. In case we fail to update this guide, you can find the latest update by following this link.