Reassembly

Reassembly

Arsenal Forgery
 This topic has been pinned, so it's probably important
Niariekyil Arcyriea  [developer] 24 Jul, 2022 @ 4:10am
Block Instruction Doc Guide
I had to move my Google Doc on here since the link may sometimes been false flagged by Steam, there will also be a database list for AF's block below this post as well.


The Tinkrell
As you can see in the image below, the tinkrell have a new cannon boosts systems that connects to turrets blocks as well the rear and the sides of the modular spinal cannon systems, they do not have the same type of port that would make them connect to a muzzle point of a spinal cannon mount however.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2839713059
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2839759630
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2839760747

Some booster modules were made for attaching adjacent to a turreted or spinal projectile weapon to give them a boost, not have to slap into the spinal nose of their spinal connection, however they are unable to be attached in front of anything like the default CannonBase weapon.

This is how the blocks are placed, there is also a tube relay system which helps expand the cannon boost networks to connect to more turret blocks and spinal cannon as well. Gap Strut is used to fill in the hull gap made by the Relay Lines. All the boost blocks above never uses a flat number to boost the connected blocks, instead they uses the percentage numbers, which while it’s balanced for turret block uses, they also have negative modifier on other stats as well to counter stacking effects, damage will nerf ROF, ROF nerf damage, velocity boost slightly nerf ROF or damage.


There was never any range boost block for the above category of boost to be implemented because I consider them to be the most OP thing out of the Tinkrell.

The Crystalline
This mod adds to the Crystalline some new modular turrets and weapons blocks which work similar to the Tinkrell, as well cannon boosts, but unlike them, one single cannon boost block is not stackable over one another, as the boost blocks only have one connection port, this prevent the boost from getting overpowered like what happens with the Tinkrell.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2839764568

In the image above you might see these new pentagon turret blocks which are attached to smaller pentagon-trapezoid shaped turret blocks or boost, they are actually inside the main turret block itself. The main turret block can also be able to use any spinal mounted cannon boost crystals as well.




The mod also adds in invisible blocks to the faction which were intended to have NOCLIP, but since that feature is buggy atm in gameplay when the ship design get damaged in combat and it mess with the hull reconstruction process of ships I’ve decided to remove that function (or replace it with NOCLIP_ALLY, but even that is buggy as well), it will just acts like a normal hull block for now with weaker health. Good for cosmetic purposes only atm.


The Sentinel
The Sentinel’s block palette would be divided between “standard tier” palette which are blocks that are completely based on original stats of the Sentinel original vanilla weapons, and “subraces tier” palette for colored blocks that serve in long range, short range, explosive bombardments roles, of which all theirs stats is changed from original vanilla weapons to fit in those roles.


However apart from modified tier, there would be blocks which would belong to “addition tier” which never are based on any vanilla weapons and are completely being made from scratch, their stats however are either based on “subrace tier” or stray away from “standard tier” weaponry, or maybe a mix between both of the tiers.


Additionally, each races has their own version of the Obliterator laser, modified from the original:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2841882857

The sentinel modified tier blocks get divided into 3 different subraces with unique weapons based off the original Sentinel weapons stat and hulls but divides into 3 different roles:


Vardisian: Close range, powerful weaponry, weakest armor that are cheap, long range pulling Vardihook lasers which can also be of use to the melee armors as well
Silvarian: Strong defensive armors, long ranged weapons along with repulsors gauss lasers that pushes things away from their ships (no spinals for charging weapon, which is why their lasers are weaker than an ordinary Gauss Beam), orb shields.
Thermilian: Explosive weaponry modified from original Sentinel weapons, they’re more oriented to improved explosive powers, their weapons are weaker against shields, except for some beam weapons.

Note that both the Vardisian’s and Silvarian’s armor spikes don’t really have MELEE ramming capability unlike the original (Thermilian) Sentinel.


NUCLEAR / ELEMENTAL REACTORS
There are also new volatile energy generators for each of those races which connect to turret blocks through the Flux Tube system which grant them stats boost at the cost of energy usage, that Flux Tube systems function in a similar way to the Tinkrell’s turret tube boosters system.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2841883140

All the three Volatile Energy Reactors have the same amount of energy per sec at 2000, with an energy capacity of 3000. They explodes upon destruction like a nuke which can obliterate both friendly and enemies ship nearby

Reactor Cores stats buffs are:

Vardi: +30% Damage, -15% Range at the cost of 20% increased Energy Consumption
Silva: +20% Range, at the cost of 20% EC
Thermi: +20% Explosion Radius, same EC cost like the previous. Buff will not work for weapons which don't have explosive power.

What about the Flux Tube and the Flux Adapter systems?
They works similar to the Tinkrell’s Relay Lines cannon boost system, the only difference here is they are made to help the Reactor Core boosting to reaches more cannon weapons, and since each of these Reactors are so expensive to put in your ship, this act as a significant limiting factor to reduces the likelihood of weapon overbuffing like what happened to the Tinkrells.

You only need one line of pipe connected to both the Weapon and the Reactor to boost them, any more pipelining path to the same Weapon and same Reactor does not provide any differences

And each Flux Pipes or Flux Adapter does not always comes for free, they charge you 1P each or more. Unlike the Relay Lines counterpart of the Tinkrell…

ALWAYSFIRE WEAPONRIES & UTILITIES
A note when trying to place alwaysfire weapons, you should not connect them directly to your command core when you are building a segment of your ship as their weapons will activate and mess up with whatever unconnected things you didn't finishes placing or they force the ship to move away from the original build position, separate the hull blocks section with them first (or put out the command module before placing) until you finish building with them and then reconnect with the main cluster of the hull which connects to the command module of the ship. This is how ALWAYSFIRE works atm and there has not been a fix from the game for that yet!

And below is the following weapons or blocks that uses ALWAYSFIRE, there are three of their kind in total right now.

THERMIJET BOOSTER

An alwaysfire projectile weapon which acts as an unstoppable thruster ramjet through recoil force, it is also classified as a thruster as well. These things can push the ship you’re building away when you’re on the build screen however, disconnect from the command core first while building with them.


THERMIBLADE EMMITER

An alwaysfire fireblade laser weaponry. Act as an energy blade melee weapon. While on your building screen, these things don't push your ship too far away so it’s still safe even when connected to the command module, you just need to watch out not to place unconnected things too close to the blade’s laser however as the laser will destroy them.


SILVAORB SHIELDS

The orb shield is an addition of the Silvarian race to the Sentinel which is shaped like an octagon, it works just like any other faction’s shield, however the shield is really weaks against any non-explosive on its own and has to be covered behind the hull blocks and armors most of the time, it has additional features. First is the fact that it will automatically emit orbiting energy orb projectiles, which also serve as a melee alternative as well as passive point defense.


Secondly, if you get the higher scale of the shield, you found that you could place any additional octagon shaped block inside them. This could mean you could stack the smaller scale of the shield inside the bigger one, however only one shield can be placed inside at a time because of how the limit of the game engine works.


The Bees
The bee have new hex-square adapters (by Randomnumbers), hex shapes hull along with “gembearers” hull blocks which serves as a place to put in all the new spinal gems weapons.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2842217491

They also have new kind of weaponry category like the Plasmacasters Turrets that deal high damage but slow velocity, though not as powerful like the Farmer's Heavy Turrets


The Cultivator
(The Farmer)


The Farmers have a bunch of new weapons and drone launchers of their own. Along with that I implemented new plant seed types for them, called Tholiani which is pink in color and Thiliumia in cyan, there are also thruster blocks that are made out of their stems, and missile launchers out of their branches, when you fire those missiles, if they hadn’t reaches their targets and explodes during flight, they will unleash out an organic paste of projectile with their own properties as well releasing seeds in their side and back directions. If the seed lands on an asteroid they will grow into plants which grow different kinds of missiles that will seek out random enemy targets.


The Terran
The Terran so far haven’t got any special blocks which require instruction than the other factions, but anyways… They have hidden command cores which you can find by pressing Tab then press 3 (no holding Tab) while hovering your mouse on an ally ship that you think that has them.


The following image below would list them all along with the default command core, please note that while you can add their core into your fleet palette you can’t just swap your ship design over to a different core unless you hold and press J self destruct key on your own ship.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2840101538

And these are the ships that you can get them from, so try finding them and use Tab+3 on them, to add their ship design to your own fleet palette:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2840273219
Last edited by Niariekyil Arcyriea; 1 Aug, 2022 @ 2:47am
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Niariekyil Arcyriea  [developer] 13 Jun, 2016 @ 3:27am 
List of blocks of each factions (WIP)
Terran
Cultivator
Red
Tinkrell
Bee
Crystalline
Sentinel

Tholiani & Thiliumia Charasteristics
Here'sa bit of bio of my new idea of sythesis friendly plant faction, they are know to be allied with the Farmers:

These 2 plants species are the research production of the Farmer races, they were created for the purpose of producing new different kind of materials for the Farmer faction, so far these two plants species has a stable and friendly relation with the Farmer faction only.

Last edited by Niariekyil Arcyriea; 26 Jul, 2022 @ 5:52am
bcbc2425 22 Jul, 2016 @ 6:33pm 
cool can u make a seed planter for it and give the plants guns wek guns
Last edited by bcbc2425; 22 Jul, 2016 @ 6:34pm
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