Reassembly

Reassembly

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Playable Spikey Plants (Really!)
   
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376.201 KB
10 Oct, 2015 @ 5:44am
17 Jul, 2019 @ 5:05pm
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Playable Spikey Plants (Really!)

Description
This mod does more than unlock the faction and make it playable. It also gives you modified blocks, plants, and ships to allow you to play a normal campaign with the faction.

The reason the default Spikey Plants do not work when you play them is because their default command module is a seed. What I did was give them a normal ship command module so things will work properly. However the plants themselves still use the seed, so there are some things you need to be aware of...

IMPORTANT! - you need to know this when you play this faction;

1. The plants still use the seed command module. Do NOT try to build ships around it. If you do, you'll just be reintroducing the problems we were trying to avoid. Do not put a factory on a plant with the seed command module, could cause a serious crash.

2. When you start a new game, copy at least one plant blueprint and one stationary pod blueprint to your inventory. Otherwise you may lose those blocks forever.

3. When you go through a wormhole or regenerate your world, the game will populate your region based on the designs you have in your inventory. If you have no plants in your inventory, you'll get a barren region with a few ships. ... and because you do not have a plant design and none spawned, there is no easy way to get those blocks back into your game.

4. When the game generates a new region it only uses ONE of your plant designs. I have no idea why. I think it just picks the one with the most weapons.

5. When you start a new game, the bases that don't move do not accept resources. There's a moving pod that you can trade to to get credits.

Now that we have that out of the way, this mod also gives you a Factory block, Resource Container, and Power Cell so you can build regular ships and maintain a fleet.

Everything else with the blocks is default with no changes.


If you see Errors in your Mods menu, that's normal. This mod changes the default faction, so something would be wrong if there were No errors. :)



You can find the active Reassembly community on discord: https://discord.gg/BM4eeqS
http://reassemblyerect.site
28 Comments
bidiguilo 13 Jun, 2022 @ 4:41pm 
yay spiky plant
ᛏᚺᛖ ᚱᚢᛚᛖᚱ 26 Jun, 2021 @ 11:29am 
thaanks i destroyed a million plants almost before rellizeing it was not playible
sumplkrum  [author] 17 Jul, 2019 @ 5:07pm 
I thought I updated it a long time ago. ... Steam
test 15 Jul, 2019 @ 11:59pm 
did you fix it? Because this mod was last updated at 2015
sumplkrum  [author] 18 Feb, 2019 @ 3:54pm 
Fixed it. There were a few things wrong with the mod.
I went through all my mods and checked them for problems since the recent updates, but somehow I missed this one.
Lobsterperson 14 Feb, 2019 @ 12:21pm 
When this mod is enabled, none of the spiky plant ships move or retaliate when attacked. The actual plants do, but not the ships. I'm not sure if this is an error on my end.
Bobcat123 15 Apr, 2017 @ 8:37pm 
very nice!
sumplkrum  [author] 19 Jan, 2017 @ 3:53pm 
Thanks Laps ;)
Luke AP 19 Jan, 2017 @ 11:11am 
Good job Sumple!
UKing 11 Jan, 2017 @ 8:02am 
Thanks.:( I make a ship like a windmill and use the spikes.Howerver,its armor is punctured easily.