Reassembly

Reassembly

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Industrians
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724.253 KB
27 Apr, 2020 @ 7:56pm
13 Aug, 2020 @ 9:24pm
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Industrians

Description
Most factions in this game rely on solar panels, plants, or harassing other factions to obtain resources. But the Industrians have their own way of building their armies. Their production line consists of buildings which have solar panels for energy, special technology which converts the energy into usable resources, worker ships that then collect said resources and then transport it to a station or factory ship.

The Industrians lack shield technology, as their hulls are made of a material that repels shield energy, making the devices incompatible with their units. However, the hull has an upside: extreme density. If we compare said Industrian armour to Terran hull, it is 80-140% more durable and 100-200% more massive.

Arsenal
The Industrian's arsenal favours long-range or close-range weapons. Let's take a look at their more special weapons, same order as in game:

Matter Generator: Uses energy to produce R.

Industrian Shotgun: Consists of 4 parts and has minimal range, but will shred just about anything.

Main Battle Turrets:
- Stingray: 2 barrels with lots of damage and range, but very slow reload time
- Typhoon: Another barrel with more damage and range, but even slower reload time
- Leviathan: you get the point

Laser Coil: Consists of 8 parts. A very powerful close-range laser that, unlike Industrian hull, can be shielded, so it was designed to use one of the "waste product" energies it emits to shield itself. Intended to be a very powerful point-defense device, but also works like the Terran's plasma sword.

Laser Pointers: No damage but extremely long range. Was originally intended to be used as an aim assist, but they also make missiles look cooler.

Homing Mines: These mines have a tractor beam witch pulls them towards their set target when in range. However they work just like missiles: meaning they only pay attention to the enemy you fire them at.
- Homing Mine Launcher: Small and powerful, makes a pretty good wall.
- Homing Mine Deployer: Bigger mines that aren't launched, but have more explosive power.

AD15 Flak: Fires projectiles which split into many more projectiles. Designed to be a very powerful point defense, but they also do quite a good job at destroying small ships that ram you.

P6000 Grenade Launcher: Designed for buildings, but the AI can't fire them so feel free to use them for yourself. Fires charges that are quite durable for a PD-able object, but the launcher is quite heavy and can't aim backwards. On the bright side, the charges wield amazing explosive power!

There's actually a few more weapons in the faction, but not much really because these are all the interesting ones right here.

Ship Contributions
I won't ask for contributions because I don't have any reward planned except for a single compliment, and I know designing a ship better than what I can do is harder than that, but if you decide to have fun with the faction and you want your ship in the faction's default fleet, knock yourself out.

As long as the ship fits the faction's style or at least doesn't differ too much, and it doesn't use exploited/modified multi-part weapons (for example, a turret with shotgun barrels attached to it is a no-no). But if you really just want to help me refine the faction, you can give me permission to edit the ship's' name and make minor changes to the design. But no big deal if you don't want me to, I can stick it in the faction without modifying it at all if you ask or don't specify. (Note that I will never change author tags, only ship names.) I also want to keep buildings small to minimize lag. I want stations to be huge, though.

Contributions so far...

Zergur Vorghiz (Mod Maker):
- Initial fleet: 10 ships, 7 buildings, 2 stations, 1 gaurdian
- Destroyer (2,532p)
- BOSS: Prototype 10407 (29,446p)
- Demolisher (building, 752p)

Inspiration
Since I like giving credit, here are some parts and what they were inspired by.

Aurora from Crossout -> Gatling Laser
Gaussian Shotgun from Space Arena -> Industrian Shotguns
Orca and Leviathan from Planetary Annihilation -> Main Battle Turrets
Goliath from Obliterate Everything 3 -> Powerbeam + Prototype 10407
Mines from Tunnel Divers -> Homing Mines
Flak from Forts -> AD15 Flak

Most parts not listed above were inspired by other reassembly parts. This includes the nuke and some others, but not the other missiles.

Known Issues
I saw a mod by Owlfeathers with a section like this, and I liked it and agreed with it's purpose so i'm including one here.

Issues that still pose a threat
- All custom shapes fail to load, breaking all blocks and ships. I remember this maybe having about a 15% chance of occuring on startup, but it hasn't occurred in a while. The true cause is not known, so there is no planned fix for it. Restart the game when it happens. (Using the reload command can fix blocks, but not ships.)
- AI cannot fire the P6000 Grenade Launcher. Some amazing dudes on the Reassembly Discord pointed out that the AI cannot fire turreted launchers at all, and there just isn't a fix for it. I tried setting the default bind to autofire, i tried making it a point defense gun, nothing. The only hope for the AI using the grenade launcher correctly is if the dev patches it. But he recently had a kid and is focused on that, so as much as i'm hoping for a quick patch, it doesn't look likely.

Fixed issues:
- Ships would often "distort" as they would be built. This was caused by the core post being too thin and a misplaced port on the core, and huge credit to BlueBurger14 for pointing it out.
- Laser coil was not shooting anything. This is because point defense turrets with an angular limit seem to not work, so this issue was fixed by removing the 270 degree limit.
- Building cores begin to decay when the save file is reloaded, even if they are rooted. Also works with the reload command in sandbox. Since release, this has been evaded by setting core lifetime to infinite.
53 Comments
鱼丸 31 May, 2024 @ 10:33pm 
really like this mod, once you have a unlimited P mod you can create HUGE ship with lot of BIG guns and drown the enermy with high damage firepower and nuke
Neon  [author] 20 Apr, 2024 @ 10:40am 
I haven't touched this mod since Reassembly got updated so its likely some things are broken now
wwhroland 19 Apr, 2024 @ 7:18pm 
I am not able to size up blocks I do not know why.
AhzuulRetrovali 25 Sep, 2023 @ 3:20pm 
I'm having a single error with this mod, something about the indent being over 10000, so it's wrapping. How do I fix this? Or is this normal?
Elisium 5 Feb, 2023 @ 3:11am 
I modified the factory building and for some reason it builds up until the point the Matter thingo shoots resources packets and then it stop building even though it's not finished building the blueprint. Is this common/intentional and is there a fix?
Neon  [author] 19 Jun, 2022 @ 6:36pm 
Thrusters are intentionally weak for their price though, industrian ships are meant to be slow
Neon  [author] 19 Jun, 2022 @ 6:35pm 
update: been playing reassembly a bit recently, all of the industrian's shit is expensive because its strong
Neon  [author] 7 Mar, 2022 @ 4:39pm 
probably idk i havent played reassembly in a fuckin while lmao
legg-eggs 3 Mar, 2022 @ 7:24pm 
umm, is everything meant to be so incredibly expensive?
Apocrypha 23 Dec, 2020 @ 10:24am 
good mod