Reassembly

Reassembly

SparcsMod v1.03
39 Comments
Slow_th 3 Aug @ 8:36am 
Is this mod actively being worked on? Mostly interested in the changes done to Salt but it appears this mod has been in disrepair for quite some time.
MilkyFingies 28 Nov, 2023 @ 8:39pm 
The mod doesn't work currently, the map generates with no other factions than your own.
Diana (Kitty) 30 Jun, 2023 @ 9:09am 
Yeah, some update probably broke everything. Doesn't even work by itself.
Dr.Stein 27 Jun, 2023 @ 6:51am 
when I start the game the map doesn't generate and it is only the faction I start as
phoenixosu  [author] 24 Nov, 2018 @ 8:12pm 
I'm keeping the limit at 12000 for now, since for the most part my mod integrates other mods, I would have to create a lot of content that I don't have time for, in 1.04 there are about 100 factions, so, it's a lot. The mod credits alone will take some time to sit down and write.
markkarlanthony 24 Nov, 2018 @ 7:24pm 
Can't wait for version 1.04! SparcsMod is my favorite. I'm doing well with my blocks file and can play around with it in the sandbox, but that region file was intimidating. I guess I'll continue what I'm doing, then use 1.04 and copy the terran's section to adjust it for what I need, as you suggested. Your comments will help.

I don't know about you, but I find it more fun to work with 24000 points with ships. If you also find yourself liking that high limit, then I'd love for that to be a part of 1.04. If you don't like that, I'll just continue using the sandbox to set it.

Perhaps that website can quicken your pace, in which case I'll leave you a link for you to decide for yourself. "Reassembly Web Development Kit" http://atg.lychnobi.com/ttftcuts/rwdk/
phoenixosu  [author] 23 Nov, 2018 @ 3:34pm 
I am working on a new version of this mod with about 50+ playable factions, which would be MUCH easier to add new factions to, since I started over knowing what I now know about modding it is much more modulat in version 1.04.

I would suggest oppening up all of the .lua files and looking at the comments, shaps.lua, factions.lua, regions.lua, and blocks.lua.
phoenixosu  [author] 23 Nov, 2018 @ 3:34pm 
@markkarlanthony This mod was constructed very manually, not using the website tools. The easy part is blocks and shapes, if you don't overlap block and shape IDs with the ones already present in shapes.lua and blocks.lua it will be fine. The reigons file is a bit more complicated, but I did try to comment it well enough that someone could stumble f**k their way through it, it was constructed with a center, middle, and outer range with different factions spawning at different distances from the map center. I suggest coppying an existing faction like the terrans or something and replciating all of thier sectors, then decreasing the occurance of another factions sectors. The hard bit is coding in all of the "conflict zones", which were places where I made sectors with 2 or more factions to create "battles" you could encounter.
markkarlanthony 23 Nov, 2018 @ 10:28am 
I'm using a website to create my own faction, at the moment. Since I'm not familiar with your mod, can you let me know of what things to edit to squeeze my faction into this? I've had a look around and I might be able to do it myself, but I would appreciate any tips for when I edit some of your mod's files.
phoenixosu  [author] 13 Oct, 2018 @ 10:41pm 
The change in R to C rate is intentional, it was to make a better balance between farming and destroying ships. I changed ship buy costs to match. The map size is HUGE, so you won't find deactivated stations often, but when you do the payoff is BIG, same for destroying agent fleets.
Obsidian [it/its] 2 Aug, 2018 @ 4:13pm 
is the 2% rather than 50% R to C rate intended? Also I've yet to find any deactivated stations for some reason, is it due to the map size?
phoenixosu  [author] 7 Jul, 2018 @ 12:59pm 
Oh, if you can't spend money to decrypt or upgrade, that is because it also costs R to do those things, the on-screen message only sayd "not enough C", even if the reason you can't upgrade is that you have no R saved up either. It's a way to make it a little more challenging to upgrade stuff.
phoenixosu  [author] 1 Mar, 2018 @ 6:16pm 
This mod might conflict with other mods, the errors are fine, those are just re-defining the factions. Try running with only this mod enabled.
the.philosophical.mongoose 5 Feb, 2018 @ 9:21am 
plz sort the mod for me ill pay you to sort it out plz it looks like such a awesome mod plz plz plz
the.philosophical.mongoose 30 Jan, 2018 @ 8:35am 
ive just got this mod and on the mod screen it says theres 12 errors and when i play a game i cant spend any money? can someone help plz?
phoenixosu  [author] 2 Nov, 2017 @ 5:44pm 
You should spring for an I-9 CPU :P
phoenixosu  [author] 2 Nov, 2017 @ 5:43pm 
The mod was developed on: I7-7700K, 32GB DDR4, 1TB Micron M550 SSD, 16GB Intel Optane memory, Geforce GTX 1060 3GB.
Raxus 2 Nov, 2017 @ 6:26am 
I'm curious what cpu you have that can run this game at 11000 live radius bc my i76700 3.8 was struggling badly regardless
Kadmilos Gaming 1 Nov, 2017 @ 11:59pm 
Awsome it works it was set to a random thing that my keyboard cant even do
phoenixosu  [author] 1 Nov, 2017 @ 11:55pm 
If you go to the game loading screen, go to controls, look under the basic tab, there should be a line for the console, that should tell you what key is set to bring up the console.
Kadmilos Gaming 1 Nov, 2017 @ 11:53pm 
nah the console dosent show at all
phoenixosu  [author] 1 Nov, 2017 @ 11:52pm 
Do you see a console window come up when you press "\" while in game? you do have to have the cursor over the text window at the top of the screen (after pressing \) to enter text there.
Kadmilos Gaming 1 Nov, 2017 @ 11:47pm 
hOW CAN i do that when the console commands wont show
phoenixosu  [author] 1 Nov, 2017 @ 11:02pm 
In console try this command "cvar kLiveRadius = 6000.000", that will shrink the active area and restore fps, the mod default is 11000.000 which is much bigger than the game default of 5500.000
Kadmilos Gaming 1 Nov, 2017 @ 11:00pm 
Nah its not that its the millions of ships spawning in one spot just kills my fps like mad
phoenixosu  [author] 1 Nov, 2017 @ 10:14pm 
A recent update tried to fix this, if you start a new game there will be a number of fixes that attempt to reduce the CPU and memory load. There is a known bug where sectors stop showing up, if you run into this often you can prevent it by opening the console (press \) then type "reveal", it will reveal the whole map so that's lame, but prevents sectors just not spawning after a while.
Kadmilos Gaming 1 Nov, 2017 @ 9:38pm 
anyway to stop the game for like dieing
DaDrunkCow 24 Aug, 2017 @ 6:26pm 
This Probably Killed Cold Fusion Gods
Raxus 23 Aug, 2017 @ 3:42pm 
Thank you, I do believe I figured it out lol the active radius was the issue I think. I lowered it and set the other variables higher. There is considerable lag though hahaha even with i7 6700 and gtx 1070 (I imagine it's the cpu though). So I lowered it some more, works well now. Wish the game itself was optimized more so allow for such a high radius :P
mish 21 Aug, 2017 @ 3:45pm 
It's amazing that you're so active on this mod. Great job!
triple cheeseburger 20 Aug, 2017 @ 2:41pm 
ok thank you very much! :steamhappy: btw amazing mod, having a wonderful time!
phoenixosu  [author] 20 Aug, 2017 @ 1:47pm 
Yes, the requirement is upped to 4000p which is the really big faction ships. I thought I also edited the tutorial to show that it's now 4000p, tho I usually just click past that thing anyway.
triple cheeseburger 20 Aug, 2017 @ 1:26pm 
Question: did you alter the 1000P requirment to unlock a faction? because i've been killing many 1000p ships from locked factions and havent unlocked any of them yet...
phoenixosu  [author] 19 Aug, 2017 @ 7:35pm 
@Raxus
A few things you can do.
1 Try increasing these two CVARs
kMempoolMaxChain = 20
kBlockMemoryPoolSize = 8000

2 Try running with smaller live radius (try 8000)
kLiveRadius = 8000

3 if you can load your save, try going to a different part of the map, the overcrowded sectosr will get cached away and you should be OK.

4 If you can't load your save, if you do a regenerate world this should clear up. On my system I only see this error very seldom (I've done 2 play-thrus myself).

I will play with the max chain doubled for a bit, if that doesn't crash anything I'll push that into the public mod for everyone to, I hope, reduce the occurance of this.

I had figured I'd get more complaints about lag than memory issues.....
phoenixosu  [author] 19 Aug, 2017 @ 7:35pm 
@Raxus
I was afraid people would run into this. This happens becasue I made a trade-off between having more stuff in the mod vs stability. The game base code only asks for so much OS memory (I think), and when you have a lot of stuff going on with a large live radius, it runs out.

The alternative would have been a smaller live radius (not as much fun), or less ships/buildings (not as much fun). The buggest offenders are faction 2 and faction 3 for memory crashes, tho sometimes faction 11 and 15 do this.
Raxus 19 Aug, 2017 @ 7:10pm 
hey man the mod crashes for me with the following lines from the log:

core\stl_ext.cpp:308:MemoryPool::allocate ASSERT(Memory Pool): 10/10 pools allocated! No memory available
terminate handler called
core\stl_ext.cpp:125:myTerminateHandler ASSERT(Terminate Handler): Exception: bad allocation

I tried upping the memory and it made the same error?
[U.S.K] Maalof 19 Aug, 2017 @ 7:07am 
fucking amazin. good job
AregHio 15 Aug, 2017 @ 7:25pm 
i just wanted to show how much i appreciate the work you put into this game, even if it was for your girlfriend(kudos on full recovery btw) this mod is great. it adds alot more content and is a great mod to add after playing and replaying. Thank you
Cherryuwu 14 Aug, 2017 @ 11:34am 
complements to you i suppose