Reassembly

Reassembly

The M.O.D.
40 Comments
Navigator Zita 27 Aug, 2022 @ 5:45am 
ah ok thanks
OD2MR  [author] 27 Aug, 2022 @ 5:14am 
Four years passed, if I only remember how to do it. :)
Navigator Zita 27 Aug, 2022 @ 2:37am 
Hey OD2MR its a little late or you might know this the reason ships are sticking together is because melee blocks are bugged in the main game. Ships normally have a barrier that pushes them apart but melee blocks destroy that system and so ships get stuck together. If you are still working on the mod or even still on steam still you might want to get rid of the melee blocks or change them.
HyuseS4 18 Dec, 2018 @ 1:28pm 
i can´t import ships,the ships just not load
Strom 13 Aug, 2018 @ 5:01am 
Так ты баг собираешься фиксить или нет? Если да, то попробуй с разрабом связаться, найди этот дискорд канал. Хоть ты и делал фракцию для себя, но раз ты выложил её в мастерскую и она всем понравилась, то это уже в первую очередь для публики, так что баг надо бы пофиксить.
OD2MR  [author] 13 Aug, 2018 @ 4:13am 
Лениво было, знаю что вроде у них где то дискорд канал есть. Да и мод делал больше для себя, а не на публику. Считай чудо что в топе месяц провисел:) Видел твои скрины... визуально сильно теряешь когда цвета фракции не дефолтные, под это все подгонялось.
Strom 13 Aug, 2018 @ 3:51am 
Have you tried to ask more experienced faction makers about this problem? Maybe they have encountered it once and found a way to fix it.
OD2MR  [author] 13 Aug, 2018 @ 1:54am 
"ships of this faction have the tendency to stick to one another"
Yes, and I do not now how to fix it :(
Strom 12 Aug, 2018 @ 5:55am 
There is one bug which can be really annoying sometimes - ships of this faction have the tendency to stick to one another.
Strom 12 Aug, 2018 @ 5:43am 
Pre-made ships are OP, especially the Sovereign.
OD2MR  [author] 8 Jul, 2018 @ 8:37am 
Its happens when you change to wrong integer or make a syntax mistake. Try RWDK: http://atg.lychnobi.com/ttftcuts/rwdk/
TaterTallow 7 Jul, 2018 @ 12:23pm 
question: why does changing the stats of one block crash the whole mod?
OD2MR  [author] 30 May, 2018 @ 8:33am 
https://i.gyazo.com/5f1324419a999fde88b2a8a0a051d022.png

The problem when ships stuck in one another is one of the main my mod's problem I do not know how to solve. if you know how to help it would be nice.

https://gyazo.com/e809ecba6614074eb62a58d571d4c3b8
I balanced them for battlestation. Maybe its better to lover the P output
Cassie 29 May, 2018 @ 4:29pm 
Oh and by the way, another thing that should be considered is to fix the way ships behave. Literally targeting each other and then running into you, forcing you to either merge with them or they merge with you.
https://i.gyazo.com/5f1324419a999fde88b2a8a0a051d022.png
I'm the poor lil thrusters and module stuck in there.
https://gyazo.com/e809ecba6614074eb62a58d571d4c3b8
And that huge behemoth is me after an hour, I didn't edit the stats I simply played with your mod via game, like normal and progressed that fast.
I also have the unlimited P mod which helps but yea, doesn't take long with people who make special resource generating blocks for factions.
Cassie 28 May, 2018 @ 8:46pm 
OD2MR [author] May 14 @ 7:37pm

(p.s. it was probaly desined to be op, but its a little op. the starter ship can destroy almost everything)
Still working on ballance. But some cannons like mass drivers designed to opose large ships, destroy shields fast and they will not work other way.

I can confirm that it is a strong mod considering I have a set of ships from a mod designed to be adass when huge and wowee they destroyed it with ease when I got one about 1/4 my size or maybe even a bit smaller. I also had many more guns than they did. Talk about efficiency, even when I'm super efficient with all my designs being almost all usage blocks and a low amount of armour which is probably a downfall against specific factions but that's just how I play these games and it works pretty well.
⚜Hamiradon⚜ 27 May, 2018 @ 11:08am 
Fleet file doesn't seem to work, damn, makes it so hard to set fleets up against eachother in tournament.
Great faction though!
Solphoenix22 24 May, 2018 @ 6:23pm 
k
OD2MR  [author] 24 May, 2018 @ 12:51am 
Its back where it was. Sorry tested some things not mentioned the change
Solphoenix22 23 May, 2018 @ 7:19pm 
what happened to fire fire rate modiffer for the modual cannon
Margakis 20 May, 2018 @ 9:46am 
@Yoyobub

move the mod to the top of the load order, that should fix any problems you have.
OD2MR  [author] 19 May, 2018 @ 8:10pm 
"This problem of the Station"

Solved
Yoyobub 19 May, 2018 @ 12:26am 
Everytime I start a new game with this faction, the spawn point is always in one of the far corners of the map, which is where all ships left off screen despawn. So basically after a few minutes of exploration the starting base will despawn, which means that you can't sell resources to the spawn base. And as for dammaged stations, there are very few because the majority of damaged stations spawn around the original station, but since it is in only one cornder, then that means that almost all of the stations will be scattered out, thaking hours to find. This problem of the Station always beginning in one corner makes this mod bairly playable. Which is unfortunate because this is the best mod I have seen in the 2 years of playing this game.
OD2MR  [author] 18 May, 2018 @ 4:15pm 
"so are these overpowered or just cool?"

Blocks mostly ballanced with the starter factions: armor, shields, modules HP are mostly standart, thrusters power set that most basic ships designs would have enough mobility. Guns... every gun has its purpose and made to be effective in it. It would be a big text if I'll tell you why the bloks made that way they are. maybe some day
Sphere Reggie 18 May, 2018 @ 3:14am 
these are some exelent looking ships btw
Gustavus Aldoggus 17 May, 2018 @ 5:47pm 
so are these overpowered or just cool?
OD2MR  [author] 17 May, 2018 @ 12:02am 
thx, waiting for more feedback
Logicon 15 May, 2018 @ 7:13am 
nice designs
OD2MR  [author] 15 May, 2018 @ 3:35am 
I checked it tvice and as I understand there is no my mistake. Sorry, sometimes a weird sh...t happens:(
Sven Skaven 15 May, 2018 @ 2:49am 
hey i have been trying to import the fleet but every time i try it says import fail wrong commandblock
OD2MR  [author] 15 May, 2018 @ 2:41am 
Dmitry, this two block was added last for one ship, tho i did ever test it))))
And their purpuse was more cosmetic than tuhe backbone of any strategy, so as i anderstand the best way to fix the problem is to lower their efitioncy minimum 4 times? jr change their form and size. I/ll think about it. Thx
Sasha 15 May, 2018 @ 1:28am 
I think the biggest boon this gives the player is the ability to place small resource blocks on just about any ship. I tested it our for the past few hours and a fleet of 20+ ships could easily generate more resource than I could crank out ships.
Maybe I'm not designing the right ships though.
Coming from a Farmer main perspective, the economy is convienent and the kinetic weapons have a lot of punch. It's pretty balanced, though I would maybe half the amount of resources the two smaller blocks give you. It's currently just more effecient to have 10 small blocks than 1 huge one.
Cherryuwu 14 May, 2018 @ 6:49pm 
Well arent these just nice and pretty.
OD2MR  [author] 14 May, 2018 @ 5:41pm 
And again the right half of fleet is design to fight ships at least twice their own size ^)
OD2MR  [author] 14 May, 2018 @ 5:37pm 
how do I use the ships you've got on display in the pictures?

You need to find it in the game first, then push "Tab" to enter command mode, then when you see one of friendly ship push "3" with cursor on it, you get the design in your main slot. And yes you need an amount of P to use it. Or download fleet to your desktop and import it on a new slot in the start menu:

https://drive.google.com/open?id=18aPJmKPfqNo8wJT2weQE6ejwjw0eSYLe

(p.s. it was probaly desined to be op, but its a little op. the starter ship can destroy almost everything)
Still working on ballance. But some cannons like mass drivers designed to opose large ships, destroy shields fast and they will not work other way.
Raxus 13 May, 2018 @ 9:49pm 
I might be an idiot but how do I use the ships you've got on display in the pictures? I only have two available when I start the game... do I need to get my P up?
Hexagon 13 May, 2018 @ 9:37am 
damn these ships are cool!

(p.s. it was probaly desined to be op, but its a little op. the starter ship can destroy almost everything)
Communist Mr. Rogers 13 May, 2018 @ 1:18am 
Beautiful ships!
OD2MR  [author] 9 May, 2018 @ 9:59am 
Good idea, but not for defence more for claiming and control. Thanks
Swirls 5 May, 2018 @ 7:00pm 
Outposts. I can see you have a 'Guardian' but a greater variety of defensive outposts would be nice.

For example. A 500, 800, 1300p stations, but with no factories, 1-4 auto defense turrets, and varied offensive armaments.

Perhaps the 500 is full of anti missle defense turrets and a shield meant to help support the defense of an area.

Perhaps the 800 has a basic shield 1-3 anti-missle defense turrets, an a few offensive turrets.

Perhaps the 1300 has either multiple small shields and deploys Missles, and Drones, or has a single larger shield and Lots of armor, and miniguns.


The idea is to have an inexpensive, small, and fast forming building that you can deploy out of your factories right before you enter a fight or to just seed an area to give it slightly better defenses. They can be varried in purposes for the faction you are fighting.
OD2MR  [author] 5 May, 2018 @ 7:54am 
Any ideas?)