Reassembly

Reassembly

Expanded Armoury
105 Comments
ibuildblasters 11 Jul @ 3:36pm 
meow
Outmite3 28 Dec, 2023 @ 3:23am 
Understood! Thank you for the reply!
Owlfeathers  [author] 27 Dec, 2023 @ 9:41pm 
@Outmite3 - I've not had any contact with the developer of Altered Vanilla. If parts from this mod were added to that one, it was not with my knowledge.
Outmite3 23 Dec, 2023 @ 7:29am 
Is this mod included with Altered Vanilla? Found these tools included after uninstalling for a while.
Cobalt60 18 Sep, 2023 @ 5:07pm 
This is a great mod,especially for Terrans. Adds so much of a variety of weapns. Been using it forever.
3382799201 28 Nov, 2022 @ 3:44am 
太多了不搞了操
3382799201 28 Nov, 2022 @ 3:44am 
感谢TTFTCUTS创建Reassembly Web开发工具包,该工具包用于创建此mod。

我建议在这个模组中使用 Sumplkrum 的极限解锁器,以便建造足够大的船只来装备其中一些武器: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=832899085

...以及基尔卡普的免费方块升级,以便昂贵的零件更容易在战役中解锁: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=626874789
3382799201 28 Nov, 2022 @ 3:43am 
这个模组为Reassemble的原版派系增加了108种新武器(以及一些更大的发电机来为它们提供动力)。包括的许多武器可以在任何船上使用,而有些是仅供泰坦和其他大型主力舰使用的大型火炮。这个模组中的所有部件都旨在与游戏的原版内容无缝集成,并与每个派系现有装备的游戏风格和风格相匹配。

这个模组中的武器(大致)根据原版内容进行了平衡,并且不会显着改变游戏的平衡性 - 尽管包含的一些武器比原版武器强大得多,但它们的 P 成本、大小和功率要求也成比例地膨胀。
lelkr 4 Jun, 2022 @ 10:50pm 
Great mod, missiles are pretty garbo but in swarms they are alright. You should add more accurate ones for increased cost or something.
Cobalt60 14 Jan, 2022 @ 7:17pm 
Only issue I have with this,another excellent mod in quality and content,is the Terran missiles; the basic variety are not very accurate. I've observed them passing _through_ smaller ships,and,more often,just sailing on by a targeted ship. Curiosity: is there an "ECM" variable somewhere in the base code structure of Reassembly that adds a negative for a faction's ships to be 'locked-on' to? In observation of my combats with various factions,it seems,sometimes,that certain factions/ships are resistant to weapons-lock(or even notice) until I'm almost on-top of them. Thanks!
Logicon 14 Sep, 2020 @ 1:24am 
Hehe thanks, yeah otherwise its quite a good collection. I think farmer has way to many guns anyway. *shrug*
Owlfeathers  [author] 13 Sep, 2020 @ 3:31pm 
@Logicon - These weapons are not really designed for ships within vanilla P budgets; they are specifically intended for much, much larger designs.
That said, I might look into adding smaller, weaker versions of some of them which can be used within vanilla P limits in a future update.
Logicon 13 Sep, 2020 @ 2:55pm 
There are several guns for farmers and sentinel that you can't build due to absurdly high P, any chance of getting these toned down for vanilla P limits (8000)
Owlfeathers  [author] 10 Aug, 2020 @ 9:15pm 
@WannabeTechpriest - Huh, weird. May be caused by changes to the game since I first made this mod. Thanks for the report; I'll look into it.
CertifiedDwarfLord 10 Aug, 2020 @ 6:54pm 
Flux Projector is either really buggy or bad- isnt doing damage for me and for some reason has enough recoil to use it as a booster.
whysogae 4 May, 2020 @ 4:27am 
Would you please add stronger shield?? Shields are too weak and small compared to weapons.
Owlfeathers  [author] 9 Apr, 2020 @ 7:22pm 
@Cora - There aren't any drones in this mod which can solo an 8000p ship; it's likely from another mod. The strongest ones I added are the Sentinel gauss drones, which only have a single gauss beam and should not be able to solo even a 500p ship.
Cora 6 Apr, 2020 @ 10:44am 
think he is talking about Terran Arsenal.
i cant recall if its Terran Arsenal or this mod that adds OP drones that can solo 8000k+ ships...
but i really hate those drones...
Owlfeathers  [author] 12 Jan, 2020 @ 1:25pm 
@di - Can you explain the issue a bit more? I'm not clear on what the problem you're having is.
Owlfeathers  [author] 12 Jan, 2020 @ 1:25pm 
@Darth Merlin - Must've been from a different mod; this one has never included such a thing.
Darth Merlin 4 Jan, 2020 @ 4:23am 
It has been some time since something happend here... still, I want to place a question: Where did the exploding terran armor got to? Or is it in another mod? I do remember getting it from some source (I thik it was this mod?), and for some reason it fitted incedible good to my playstyle. Now, as the armor is gone, things suddenly get way more harder.
Colonizor48 25 Aug, 2019 @ 1:31pm 
Great mod. Just needs some new vannila ships that use some of these parts. This mod is my numbr 1 suggestion to be added into normal reassembly.
Navarome 23 Jun, 2019 @ 8:28am 
what are titans?
Owlfeathers  [author] 19 Mar, 2019 @ 2:22pm 
@Cyberdogg13 - Huh okay, I must be misremembering. Can you tell me what error it gives you? Not sure what would be causing that problem.
Cyberdogg13{NL} 19 Mar, 2019 @ 4:14am 
@ owlfeaters0117
you CAN use portals with modded parts and ships.
the fleet will not be uploaded but you still get the money and you can traverl trough a new world.
only when using this mod i am getting an error with the wormhole.
all other of the 17 mods that 1 use work fine with portals including modded parts and factions.
Owlfeathers  [author] 18 Mar, 2019 @ 3:01pm 
@Cyberdogg13 - Nothing I can do about that unfortunately; the wormhole does not accept any fleets which use modded parts. If you just want to go to a new map though, instead of going through a wormhole, you can just right click on the save file in the menu and select "regenerate world", which gives you a new map and isn't affected by modded parts.

And thanks!
Cyberdogg13{NL} 18 Mar, 2019 @ 1:27pm 
this mod gives an error so you can not use wormholes anymore!!!
i Would LOVE a fix, cuse otherwise this is an amazing mod!
Owlfeathers  [author] 1 Mar, 2019 @ 11:17pm 
@god - Which things need fixing? Any suggestions on new weapons you'd like to see?
TheCosmicDestruction 1 Mar, 2019 @ 6:44pm 
needs fixing and add more guns
Owlfeathers  [author] 5 Jan, 2019 @ 10:13pm 
@Logicon - Okay, thanks. Not sure what the issue was but glad to hear it's working for you now.
Logicon 5 Jan, 2019 @ 12:49pm 
Just tried it one more time and it seems to work as intended (no bugs) I will let you know if it pops up again.
Owlfeathers  [author] 4 Jan, 2019 @ 11:53am 
@Logicon - Okay, that really is weird. I have no idea what would be causing that, but I'll look into it and see what I can do.
Logicon 4 Jan, 2019 @ 9:12am 
Yeah I disabled the mod and it went back to normal.. really strange.. this is the only mod installed too
Owlfeathers  [author] 3 Jan, 2019 @ 7:49pm 
@Logicon - I've never experienced or heard of this issue before, but it doesn't sound like something which would be mod-related since the weapon binding screen isn't something which is even possible to mod.

Does disabling the mod fix the issue? If yes, I'll do some further testing and see whether I can figure out what might be causing the problem.
Logicon 29 Dec, 2018 @ 2:19am 
Mod is bugged I think, every time I go to binding it zooms out and wont let me zoom in again making rebinding very hard on small ships.
The Rocketsmith 20 Oct, 2018 @ 10:20am 
NVM; just got around to testing, moved the mod to the top of the list, disabled all the other mods, and made the blocks not start at 190023 or something. Works just fine now
The Rocketsmith 5 Oct, 2018 @ 4:55pm 
I tells me,
"Error saving '(null)': can't save relocated ship
saved 0/1 ships"
It makes the ship fly around and such, attempt to fire the weapons, but does not save and the blocks do not show up in the pallete.
Owlfeathers  [author] 5 Oct, 2018 @ 10:28am 
@The Rocketsmith - Sorry for the late reply; didn't see your question. What exactly happens when you try to save ships?
The Rocketsmith 19 Sep, 2018 @ 4:36pm 
So i tried to make a private mod similar to this, but I could'nt save the ships in "sandbox." How did you get this to work?
Owlfeathers  [author] 13 Aug, 2018 @ 4:35pm 
@oliver.mckowen - Yeah, it just keeps targets at whatever distance they were when initially hit. Stacking more beams does indeed make it harder for them to escape.
Omck4heroes 13 Aug, 2018 @ 12:00pm 
Ok, so it will just hold them at whatever distance they were when you hit them with it? Does stacking more beams help at all, make it harder for them to escape?
Owlfeathers  [author] 13 Aug, 2018 @ 7:39am 
@oliver.mckowen - They try to hold objects at a certain distance from you, so to move around other ships or objects, you have to hit them with a manipulator beam and then move your ship around. It'll drag the captured object along with you.
Omck4heroes 13 Aug, 2018 @ 12:45am 
Hey, I love this mod but I have a question. How do you use the Manipulators? Are they supposed to draw things to you, or can you choose to push/pull? How does that work? As of now I can only seem to lock other ships in place, and if I move the beam off of them it releases them
Avi8 26 Jun, 2018 @ 5:26pm 
(HSP-series) Oh, didn't really check the range for the HSP-2. I still think it's a bit overpriced (about 20x as P-expensive as a single HSP-1, and about 5x as as P-expensive as 4 in a square (what I call an array)).

(Trebuchet) Oh. That's why it seems less powerful than it should be.

By the way, The Tinkrell shotgun is more like a deadly squirt-gun than an actual shotgun.
Owlfeathers  [author] 26 Jun, 2018 @ 2:32pm 
@Star Dream - Pretty accurate commentary on the HSP series, though worth noting that the HSP-2 shoots quite a bit farther.

You're right that the Trebuchet isn't quite as powerful as one might expect for its cost; the high P for that weapon though is less on account of the damage it deals and more related to the fact that it has more range than anything else by a lot. Also, the reduced performance against asteroids is largely because it relies fairly heavily on its splash damage, which works best against things made of fairly small blocks (thus, asteroids with their huge blocks take less damage from it). Still, I might reduce the cost a little bit.
Avi8 26 Jun, 2018 @ 1:44pm 
To be honest, I don't think the Trebuchet is as powerful as you think it is. It barely breaks through asteroids with octagons. My Arkas HSP-1 arrays (4 HSP-1s in a square) do much better against them.
Avi8 26 Jun, 2018 @ 12:06pm 
About that tip: These results were from comparing 4 HSP-1s to 1 HSP-2. Both take the same amount of space.
Avi8 26 Jun, 2018 @ 12:05pm 
Here's a tip for using the Arkas HSP-series of lasers. The Arkas HSP-1s are more damage-efficient and much more P-efficient than the Arkas HSP-2, however the Arkas HSP-2 uses a bit less energy.
Owlfeathers  [author] 22 Jun, 2018 @ 1:29pm 
@Shift Holi - Unfortunately not (well, fleets which don't actually use blocks from the mod can still go through, but ones which do can't). No modded blocks of any kind can go through wormholes though.

If you want to travel to a new map with this or any other mod though, you can do this without a wormhole by right-clicking on the save slot and using the "Regenerate World" option. This does not upload the fleet to other players' games as an agent however (my only suggestion for that would be to use the import/export fleet options to duplicate the fleet you want to upload, and refit that version of it with only vanilla weapons).
Kii 22 Jun, 2018 @ 9:38am 
are you able to go through wormholes with this mod? I'm trying to figure out which mods I can't use if I want to release fleets