Reassembly

Reassembly

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Oddball modding advice
By Ribbons0121R121
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.
   
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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.
"shape infolding?"
no
"noclip launchable?"
no
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.
Faction type-Balance
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.
Combo Port Interactions
THUSTER_IN|THRUSTER_OUT functions as a thruster only attachable thruster port, works as both in and out
WEAPON_IN|WEAPON_OUT functions as a 2 way cannon port, allowing either to flow either way
adding launcher
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.
Laser jank
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 synced to a cannons bursty fire rate to make a multi barrel 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.
Tractor beams without damage will also not collide with shields.
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.
Special Generators
Hybrid section for multiple types

Burst generator

These work by using a launcher and a dummy object to autolaunch and generate in configurable bursts. Very simple setup
-Dummy object:INVISIBLE, NOCLIP, and lifetime=nothing. Give it a very fast assembly speed to remove it instantly after launch.Giving 0 mass to it makes it not affect center of mass.
-Launcher:TURRET, launcherPower is amount of power generated per burst put in the negative, or even an r launch cost in negative for burst r generation.
-Activate:Reccomend toggle, can give it zero activation energy and possibly a cost on r or power. Great for r burning gens.
-Binding:Uses a weapon binding when not AUTOLAUNCH, so you can use this to offset weapon energy cost when shooting.

Auxiliary

Mentioned in footnotes but fleshed out here on how to use it properly.
-Generator:Passive energy use, set capacityPerSec to be negative for usage or positive for generation.
-Activate:Same as normal generator, but energy is activationEnergy. This is used up when activated, or generated if negative.
Ejecting Casings
You can use an attached launcher to eject decorative casings using NOCLIP hull blocks and launcherAnglVel
from here you can add all sorts of effects based on expiration of the shell, or you could just
Blueprint Modding
Yes, you have heard me correctly. If you want a ship of yours to have differing stats on weapons than your mod for...whatever reason, then if you know the block id and location in the blueprint you can edit it like a normal block entry. You cannot get around wormholes blacklist with this but you can make special ships more powerful than they should be. Could be useful on a starter or boss ship or something. Regardless it is just like normal modding but crammed into a single block entry. Simple to understand but can allow some weird stuff.
Faction Type-Station Only
As the title reads, a station only faction is...stations only.
Very simple to set up, make a core with 1 thrust and a LOT of torque. Like a l o t.
Now simple make no thruster blocks and give the core a teleporter instead.
Note that you cannot make ships with this faction, so getting R will be tricky.
You can use blueprint drones to stand in for ships however.
Lastly include power storage in your R storage blocks to allow more teleportation unless the power cost is 0.
You will also be unable to recruit any stations you make as well as be unable to trade. Meaning the only way to make money is to make stations, kill things, and explore.
Decorative Weapons
Big section for a list of things to use weapons for cosmetic effects. Will say if needs alwaysfire feature tag

Lasers

-Muzzle flashes for burst weapons containing multiple barrels, lasers will change each barrel with each burst shot so a quick burst that syncs with fire rate will give the illusion of proper gunfire.
-Thruster jets[alwaysfire], just make a turret and lock it backwards with 0 turn speed and offset, then just make it very w i d e.
-Particle beam weapons, for the beam that launches it.
-Lagless wings, using lasers in a bunch of quick tiny bursts for multiple barrels or angles, otherwise just make them autofire single beams.

Cannons

-Thruster trails, alwaysfire cannons with a bunch of frags for lingering clouds. Can be done with the same method as laser flames. Can also be used in engines for modular thrust systems to indicate leaks.
-Decorative frag trails, very laggy, not reccomended. Can be used for a mirage pattern trail if done right. alwaysfire
-Frag magic smoke for other kinds of weapons, similar to muzzle flash beams. Do note you need to sync cooldown times or else it will desync.
-Frag magic in general to spice up all sorts of things like destruction effects of blocks.
Launcher Armor
Simply put, you can use launcher dummy blocks with aiHintRange=0, for special kinds of defense.

Custom Shields

Simply use the inline launcher method mentioned at the top and make it a very large shape in whatever shape you want. The benefit is it will regenerate in combat regardless of damage taken and protect from any impact damage, or crash damage. This however can make building...tricky so its best to put it on your ship last.
Include aihint_range=0.

Bumper Armor

This uses non turret launchers and more custom shapes. This can be in two forms.
-Addon launcher:Forms the launchable attached to the launcher, may be convex.
-Dud launcher:Inline launcher method using an invisible noclip shape for the launcher itself and the launchable block the same shape as the launcher and forming ontop it. This gives a much cleaner illusion to proper projection for a hardlight look or such.
These offer crash protection if you add bumper and will regenerate armor in battle regardless of damage taken, making it a powerful asset.
Include aihint_range=0.
Area Denial Device
Basically it hits everything in its range with a big pulse, relatively easy to set up.
1.Make a cannon and set range and velocity 0
2.Add FRAG_NOFLASH for no flash if you want and add FINAL explosion type
3.Make the blast radius the range you want it to work, then set the aiHintRange to that
4.Add fire rate stats like a normal cannon and of course damage as normal
-Include aihint_range=0
and youre done
Void Shields
Jammys latest cursed object, void shields
first make a shield and then:
-1 health
-1 regen
0 delay(0.5 delay is flashier)
immune to all forms of explosions
laser and bullet damage goes to block
add inf armor to make it laser damage only and to give any modder looking at it instant insanity
god help you
oh and delay means how long before it refreshes, so the 0 delay keeps it up but higher delays can make it pulse if thats more "balanced"
Streamer
Essentially trails with cannons
Very simple, make a turreted object with a really really tiny 0 speed turret and an ALWAYSFIRE cannon. Then make the cannon use no power with 0.0001 power and make it shoot with 1 speed n range. Then just put 0 or low damage and some frags that copy it a few times, viola.
You can add pattern+ABSOLUTE on the first cannon section if you don't want it to go everywhere.
Can also stick on drones with NOCLIP to make trail drones, make sure to add negative recoil too.
Power Armor
no seriously it uses power for armor
its just a shield generator with a 0 delay, 1 radius, strength=regen, and turns all taken block damage into a power use
i reccomend setting strength and regen very very high for best results but they must match
the way this works is shield generators and shields share damage between the two, thus dumping all the taken block damage on the unhittably small shield before the shield regenerates it all
Proper Modular Reactor
this one is different than the previous kind which was "generator block with x combination of attachment blocks"
the main part of the reactor, or core, is a cannonboost with power{-2, 0}, effectively inverting power cost to turn post cost into power production. this is because reassembly hates negative power cannons and will make them positive
you can also add an invisible turret to make the bullets come out the top and looks pretty

the second part of this is dummy cannonboost barrel network, possibly increase power cost if you want to make it collider style. this is just to hook the next part up to the core.

the third part is an alwaysfire cannon with no recoil and a dummy bullet with a power cost, or a bullet with no stats but fire rate. these are injectors, and will provide the power cost to invert into power generation. you can make multiple kinds with varying fire rates and power to make different frequencies. simply add more injectors to the core network to increase power generation.

this system is infinitely expandable and non volatile, unless you want it to be.
Jank-Free Modular Missiles/Drones
it came to me in a dream

you need 3 things
-a factory
-the drone/missile core
-the player ship core

Factory:
do i really need to explain this

Drone/Missile Core:
make it dummy cheaper than the main core and make a blueprint with it and a few basic drone parts

Player Ship Core:
make a starter ship for your faction, perferably with a factory

then set the starter ship as the bigger ship and not the drone and viola, drone blueprint in your fleet screen as it is lower p
now you can edit the drone or missile like a ship and produce it, but it will act like a drone or missile

if drone:
-normal core but smol i guess
if missile:
add explode, duh
this gives it missile ai

even works with target locking
Footnotes
You can make an aihint_range=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.
You can use an asterisk(*) or slash(/) or plus and minus(+-) to do dynamic values in any modding file, yes even shapes. By dynamic i mean 2*4 would be read as 8 as a stat. Makes scaling omega easy.
Negative mass, points, or capacity will all work, but only when attached to a ship or station grid. Console hates negative mass parts free floating.
Negative radius shields are useless as shields, but do look very pretty.
Adding a sound field to cores will give them a custom factory sound, but instead of factory specific its core specific.
You can add LAUNCHER|NEVERFIRE to slap an arrow shroud on blocks, good for thrusters with normal shapes
ExplosionColor0/1 is a faction global explosion color, put in factions.lua.
Lasers or cannon projectiles with explosive properties have particles, intensity based on explosive power.
2 Comments
Ribbons0121R121  [author] 29 Jul, 2023 @ 6:20am 
explode gives it missile ai, but i later learned just melee does too
but explode can still be used to trigger impact effects
meep 28 Jul, 2023 @ 11:30am 
hold on, could you possibly make a ram drone by putting EXPLODE with all the stats set to 0 on a drone, then putting MELEE on it?