Reassembly

Reassembly

The Salt v1.4 [Old]
144 Comments
Mephistophiel 26 Jul, 2015 @ 5:12pm 
good
Bruno_the_gamer 26 Jul, 2015 @ 5:02am 
good
Мега Чейнс 25 Jul, 2015 @ 11:02am 
Haven from nice good =)
Nezzly 24 Jul, 2015 @ 1:58pm 
i just ran into a bug
when i spawn turret 1 and fighter 7
(i dont have all the blocks for 7 but i have all the bits for 1)
they spawn, build about a tetris shape of 3 in a row with 1 on top and then they just stop building
 [author] 23 Jul, 2015 @ 1:46pm 
@Olkin Lex:
I'll make them a bit more frequent in the next patch, but both things were on purpose. I wanted The Salt to be generally rare because they can be difficult to fight in earlier saves, and I've not given the core a tractor because the Borg this faction is based on also lack tractors.
Olkin 23 Jul, 2015 @ 7:29am 
This mod is great but few problem
-Cant collector resources from other fraction and other ships anything but only yourself
-The salt fraction rarely spawn
 [author] 22 Jul, 2015 @ 9:57pm 
@Philosofist:
They've already been added in v2. I'm just making sure the mod is as bug free as I can make it before it's ready to release
Philosofist 22 Jul, 2015 @ 9:51pm 
@Xefs If you nerf the cells please add R storage blocks. Currently massive amounts of cells are the only current way to create large factory ships. The premade ones can't build anything over 2000 P.
 [author] 21 Jul, 2015 @ 2:19pm 
@Raptor_:
I'll play with the numbers a bit, but those sound pretty good. I'll probably use some version of those ratios

@The_Inquiry_Please:
That's a good idea too. I'll don't want to limit them too much, but I will definitely make them cost more to use

Ships not building is a known bug, and thanks to help from several others, should be mostly fixed in the next version

@Dustybin:
That's strange, I'm not sure how that could have happened. Perhaps steam didn't download all the files from this mod properly?

@Amazingzmyster:
Cells will be nerfed a bit in the next build, but thats a pretty much unavoidable thing that can be done with any faction that has solars
BAS BAS KOTAKBAS 21 Jul, 2015 @ 1:40pm 
фывфыв☻ :yay:
Amazingzmyster 21 Jul, 2015 @ 9:58am 
I created a ship that is literaly just a TON of the biggest cells, in a cube shape around the cockpit, with 4 small lazers. Spawning alot of those, as a ship with a factory, is infinite resouce.
Lestilva 20 Jul, 2015 @ 8:27pm 
Hey man, great mod! I enjoyed playing as the Salt Very!

A Few recommendations, though... it seems like using the drones is a bit over-powered, I have a full ship of cells, and sniper droners, and it takes No Energy to use them! I think having to use the generators as a power source for the drones would balance this out. :D

Also, Whenever My allies, or I, produce a ship into my fleet, sometimes they will not build? Rarely will a Geode attacker will actually assemble, but otherwise most of the ships won't actually build, and will only assemble to maybe 6%? This may be a bug, I haven't seen this with other mods, so I just wanted to give a heads up man.

Great mod again! I'm a big fan of things like drones!
raptor_ 20 Jul, 2015 @ 7:09pm 
@Philosofist;
As far as I know, fact4 only generates 0.4/s or something like that at max per. block, and the Farmers require asteroids or compartmentalized ships to plant in. It is definitely a great strat with both factions though. (i remember my first playthrough with the farmers, making stations that are just factory blocks and boxes with seed guns inside is so much fun ^^)

@Xefs;


well if the Core generates 50E/s (it seems to), if you have it so each 2-block Cell costs 15E/s to run then you could get 1.5R/s + what the Core seems to generate just off of 3 Cells. of course that only leaves fighters with 5E/s to recharge lasers with, meaning you'd create distinct farmer/fighter type ships.

of course you might want cells to be more or less efficient than that, it's up to you. just giving some numbers that I think work :D


I'll definitely look at Roots more later and see if I can get them to work, thanks.
 [author] 20 Jul, 2015 @ 1:18pm 
@Init:
Thats a great idea, I'll be sure to add that next update

The Salt Roots generally build really fast when they actually work, so it's likely they're just failing to grow

@Galenmacil:
I'm pretty sure I oriented the buildings correctly, but I'll double check just to be sure. I've also been slowly recoding the whole mod from scratch, so hopefully that'll fix a ton of bugs

@Mirefrost00:
Thats a good idea too. I probably should have added some dedicated storage blocks a while ago

The small lasers seem to be too short ranged for the AI to use them properly, so I'll be buffing them a bit next patch
mirefrost00 20 Jul, 2015 @ 12:15pm 
Still loving the heck out of this faction. :) But they could really use some form of R storage that does nothing else. It's impossible to have more than 2500 R cap without having either instantly full reserves, or spending several thousand P just to increase R reserve. Granted, one of the vanilla factions (orange, laser drones, buildings) has a similar issue, last i played them.

Also, the AI is sometimes a bit wonky with these. i've designed a small "gunship" type with a couple small lasers, and they tend to loiter far from the fight, with their sterns pointed at enemies. My standard "workhorse" ships engage readily enough, spamming lazors and Rusher drones capably.
Galenmacil 19 Jul, 2015 @ 10:33pm 
Xefs: It took me quite a while an countless hours of testing to realize that "rooted" block have an orientation: The yellow marked face must face outward in the design otherwise design won't spawn. Also, I posted an update in the discussion we started about the assembling problem concerning some ships. I found the answer... =)
Philosofist 19 Jul, 2015 @ 9:58pm 
@__Init__ the fac 4 ships and the farmers have em too and that's a valid strat with both. Thiers are a lot bigger though I'll give you that.
raptor_ 19 Jul, 2015 @ 9:13pm 
@Xefs:
Maybe boost how much energy the Core produces, and make Cells cost E to run? Not too much or they'd be prohibitively expensive, but they definitely shouldn't be free. ^^

Also, do the projectiles the Salt Rooters fire take much time to grow? I shoot them, they stick to the asteroid/rock/whatever, and nothing seems to happen.


Very solid mod regardless of Cell abuse, though. nice work. :)
 [author] 19 Jul, 2015 @ 9:08pm 
@Philosofist:
I've noticed that too. I'm pretty sure I coded them pretty much the same way plants are, but I could have goofed. I'll have to look into why thats happening.

@Init:
I'll probably nerf them a little, but considering that salt ships can't gather R without the giant collector, I wanted to make the cells pretty crazy.
raptor_ 19 Jul, 2015 @ 7:40pm 
Cells are soo overpowered. You can buy them early, they're compact and they don't cost any energy. Put 10 on your first ship, park next to a station, and you've got infinite money.
Philosofist 19 Jul, 2015 @ 3:00pm 
The game seems to think that the salt seeds are drones? Not sure if that makes a difference, but...
Philosofist 19 Jul, 2015 @ 2:53pm 
Hm, alright. If I can get it to work I'll tell you what I did.
 [author] 19 Jul, 2015 @ 1:23pm 
It work the same way the seed planter works for the farmers. To use it, fire one of the cores at an asteroid and it should latch on and grow into a building. Unfortunately, it doesn't work sometimes, and I haven't any idea why.
Philosofist 18 Jul, 2015 @ 10:52pm 
How is the rooter supposed to work?
 [author] 18 Jul, 2015 @ 10:10pm 
@Mirefrost00: Good to know. It looks like either a size 1 or 2 white block is necessary, as the size 3 ones in Salt_Fight02 don't build properly either

@ScarletFlames: I've not encountered that bug before. Can you provide any more information about the circumstances that it happens during?
tobias599 18 Jul, 2015 @ 7:01pm 
For now is this the best mod for Reassembly!
ScarletFlames 18 Jul, 2015 @ 3:13pm 
If you grow tungsten and Osmium on one another it will glitch out and prevent you from regenerating, as though you were taking continious damage, it seems that after a while it stops and regenerates but the problem is really annoying as making anything big using that structure is REALLY REALLY LONG to regenerate.
mirefrost00 18 Jul, 2015 @ 12:53pm 
I'm thinking that if there are no white blocks next to the command module, only those four spaces will grow, then nothing else. Your SaltFight07 will spawn in originally, but will not grow when spawned as a child by my ship or others. I have tried similar designs with the Command surrounded by tungsten, to no avail. So, that's one bug, methinks.
 [author] 16 Jul, 2015 @ 11:55pm 
Nice, I'll check that out. Thanks for the help
Galenmacil 16 Jul, 2015 @ 11:53pm 
I still got the design from an old backed up save game. But it is meant to be played with the mod I maintain: Reassembler. Not sure if you would want to check it out... Anyway, if you want to check the file, I started a discussion with the file content ;)
 [author] 16 Jul, 2015 @ 11:34pm 
@Amazingzmyster:
I might make a Flies mod later, or someone else might too, but until then all you need to do is
1) open the "cvars" file located at "C:\Users\<You>\Saved Games\Reassembly\data"
2) find "# kPlayableFactions"
3) remove the "# " and add 7 to the list

Also maybe change "kFactionUnlockThreshold" to something lower

@Galenmacil:
That's interesting, do you still have the file for the ship? If so, I'd like to look at it to maybe figure out what happened.
Galenmacil 16 Jul, 2015 @ 11:23pm 
Xefs: Don't know if this could be helpful but I had a station design that refused to function properly. Turned out some block were strangely misaligned. I had to redo the design from scratch and not completely "close" the outside hull... Weird.
Amazingzmyster 16 Jul, 2015 @ 7:07pm 
Could you make a mod that lets you play as the "Flies" faction?
 [author] 16 Jul, 2015 @ 2:12pm 
That's another bug I've yet to understand. Any help in finding the cause would be greatly appreciated
mirefrost00 16 Jul, 2015 @ 2:24am 
Cool, and I've discovered that since the Cells are cheap, genning R is easy, just requiring patience (which I have).

One other thing, I've tried producing the default ship as a child, and it stops growing after the first large block. Will test with completely original designs. The smaller default design does spawn just fine.
 [author] 15 Jul, 2015 @ 11:27pm 
@Logodaedalus:
Unfortunately, the Rooter hasn't ever seemed to work properly, and even when functional it isn't consistent. If you could send me a log, I could read it over and see if it sheds some light on the issue.

@Hissing Walnuts:
I'll increase their range a tiny bit next patch -- might help.
Orange Juice Goose 15 Jul, 2015 @ 10:45pm 
Is there any way you can make the rush drones more agressive? They tend to hang out slightly out of their range.
Logodaedalus 15 Jul, 2015 @ 8:32pm 
I'll echo what others have said...the Salt Rooter does not seem to grow buildings yet. They do attach, and also show up as drones in my fleet. Great mod!
tobias599 14 Jul, 2015 @ 7:06pm 
Thx.
 [author] 14 Jul, 2015 @ 5:40pm 
Oh, I thought you had meant that ships were following you incorrectly. I get what you mean now, and it should be fixed in the next version
tobias599 14 Jul, 2015 @ 3:27pm 
They are moving because they are near each other. Other factions flying without stopping! This is the problem.
tobias599 14 Jul, 2015 @ 3:22pm 
Your faction/fleet is 645000020 to test in sandbox.
tobias599 14 Jul, 2015 @ 3:18pm 
Every Friendly do nothing, but if i come closer they are starting to move away from me. Go in sandbox and spawn your faction and you will see it! Other factions moves.
 [author] 14 Jul, 2015 @ 2:16pm 
@Tobias599:
This faction is all about drones and staying close to allies; it's usually best to stay close to one's own territory when playing as the salt.

I've never encountered the fleets just floating around yet. Send the log if you can, and I'll look into whats causing it.

@Mirefrost00:
I wanted to keep as true to the original Borg as I could without restricting too much gameplay, so yes. I've added a large collection module for use in larger ships, but otherwise the faction mainly produces R using it's solar cells.
mirefrost00 14 Jul, 2015 @ 1:11pm 
Looking good so far, but did you intend that the command module cannot gather R?
tobias599 14 Jul, 2015 @ 11:00am 
My fleet just stand, and don't move!
tobias599 14 Jul, 2015 @ 10:30am 
Can you add shields?
tobias599 14 Jul, 2015 @ 10:05am 
This Faction is underpowerd.:(
tobias599 14 Jul, 2015 @ 7:46am 
Sorry, working now.:)
tobias599 14 Jul, 2015 @ 7:36am 
Spawners don't spawn ships!