Reassembly

Reassembly

Star Wars Galaxy
207 Comments
sumplkrum  [author] 28 Jul @ 5:53pm 
I believe there was a game update that day. That would have been what needed an update.
Ranger 29 Jun @ 12:46pm 
Doesn't download properly? No downloads in my workshop folder or anything, shows up ingame but says "needs update"
Rev0lut1on 31 Aug, 2024 @ 11:47pm 
Brilliant
Erik The Viking 7 Jul, 2024 @ 1:14am 
Thanks!
sumplkrum  [author] 5 Jul, 2024 @ 9:38am 
Tab to enter command mode. Mouse over the design you want to copy, then hit 3. The ship palette will open and the design will be on the top. ... Copy that design to your storage and you'll be able to use it yourself. ... If you haven't unlocked all the blocks, the blueprint may be locked.
Erik The Viking 5 Jul, 2024 @ 8:04am 
Errr how do I do that?
sumplkrum  [author] 2 Jul, 2024 @ 4:13pm 
You can copy the blueprints of the ships around you, but you'd have to unlock the modules to use the blueprints.
HealbotCat 2 Jul, 2024 @ 1:05pm 
Can we get more of the ships that spawn naturally available as presets?
Erik The Viking 20 Apr, 2023 @ 12:55pm 
same thing for the alliance
Erik The Viking 15 Apr, 2023 @ 12:50pm 
Hey man is there any way to play as the larger ships for the Empire because i can only seem to play as small star fighters. Or do i have to unlock them somehow?
sumplkrum  [author] 20 Jul, 2022 @ 4:18pm 
There is no Galactic Republic for the chosen time frame. It became the Galactic Empire after Palpatine was chosen as emperor.
So you have the Empire and the Rebel Alliance.
The Separatists are here only as small holdouts from the Clone Wars.
RRR X 10 Jul, 2022 @ 5:42pm 
No Galactic Republic?
Nova_elipz 23 Jun, 2021 @ 8:46pm 
I HATE THE CHISS!!!!
sumplkrum  [author] 5 Feb, 2019 @ 2:52pm 
With the new update you can omit factions, but you can only omit up to three as far as I can see. And the region generator doesn't replace omitted factions with new ones, so it's probably best to make the galaxy a little smaller to avoid big empty spaces.
Worgensnack 2 Feb, 2019 @ 1:35am 
actually, there is a way now at world gen to block a faction
sumplkrum  [author] 28 Dec, 2018 @ 10:42am 
Not really. You'd have to get into modding to do that.
Hari Seldon 28 Dec, 2018 @ 10:11am 
Hi there, maybe a noob question as I'm new of this fantastic game, there is any way to deselect some factions to make them do not spawn in a game? For example, if I would like to make a game just Empire vs Rebels.
sumplkrum  [author] 18 Dec, 2018 @ 4:04pm 
Cool.
GhostAssassin 18 Dec, 2018 @ 1:45am 
iv fixed it now dw, sos forgot to say. the download was corrupt so reinstalled an it worked
sumplkrum  [author] 17 Dec, 2018 @ 3:13pm 
Do you have another map mod active?... I'm guessing that would be a problem.
GhostAssassin 14 Dec, 2018 @ 12:52pm 
im having trouble, the mod manager ingame says 40 errors with your mod, also the default factions are still spawning ingame an idk how to disable them
AV 18 Oct, 2018 @ 12:32pm 
I have been at war with an older version of the Agent for months.
sumplkrum  [author] 13 Sep, 2018 @ 5:08am 
As far as I could tell the Mandalorians didn't have their own unique ship designs. The Pirates fill the role of minority factions like that. ... They basically have standard ships with meaner weapon loadouts and cool colors.
Bully056 12 Sep, 2018 @ 5:51pm 
What now Mandalorians :P
Mr Blue 23 May, 2018 @ 5:42am 
where is the ship design ?
sumplkrum  [author] 16 Jan, 2018 @ 5:00am 
Well, modded ships don't get uploaded to the Wormhole anyway. I don't think you should be seeing that message though. I'm assuming something's wrong with the wormhole server, or Reassembly is having trouble seeing it. ... There's nothing in the mod that would make a fleet 'invalid'. --> worse case, you can Regenerate World on the save and it basically does the same thing as travelling through a wormhole.
Borziy 16 Jan, 2018 @ 3:35am 
Is it related to this mod when I try enter a wormhole it prompts me with a red message "Validation failed: empty fleet". Removed all recruited ships and my fleet is empty, reloaded the save and it stil gives me this message. Are wormholes not supposed to work with this mod?
sumplkrum  [author] 15 Jan, 2018 @ 2:34pm 
*shrug* you're welcome to make your own mod.
Borziy 14 Jan, 2018 @ 11:03pm 
I meant that if its possible to have only rebels and empire fighting each other and other non era factions removed, to make sense of in what star wars era im fighting in.
sumplkrum  [author] 14 Jan, 2018 @ 6:53am 
No. You can use the Empire and Alliance mods in a regular game. (there is no faction mod for the Pirates).
Borziy 13 Jan, 2018 @ 7:57pm 
Is there a way to disable/remove every other faction besides the empire, alliance and pirates?
That One Rex 28 Dec, 2017 @ 6:26pm 
great mod! its good fun and its nice to see all of these star wars ships! but I have one small question. are the wing like things on the mon calamari cruiser supposed to not be symetrical or was that an accident?
Zarla 19 Aug, 2017 @ 2:44pm 
Am I the only one that find Killik ship's regen a bit too much...? They take considerable damage and regen very quickly, making them impossible to kill without ships atleast twice their size.
sumplkrum  [author] 18 Apr, 2017 @ 3:07pm 
The way the game handles color is derpy. I think the only way to make that work is to set your faction colors all to black. ... not sure if that actually works though. :)
TheSobe626 17 Apr, 2017 @ 9:53pm 
How do you change the color of the lasers to green for the Empire faction? The ships are the proper color but the lasers are white as well. When I play as rebels however imperial ships look the same but somewhow fire green lasers.
sumplkrum  [author] 8 Apr, 2017 @ 5:35am 
No. ... They didn't fit the time period, and a lot of the smaller factions don't use different ships from what's already in the factions already in the game. ... All the smaller factions are basically represented by the Pirate faction.
Jpzm333 7 Apr, 2017 @ 12:03pm 
Are you ever going to add the Mandalorians?
CrouchingFalconHiddenWings 26 Mar, 2017 @ 11:43am 
Is there any way to get the ships that are premade in your table of designs to use?
sumplkrum  [author] 11 Mar, 2017 @ 1:31pm 
Nothing saying you can't make larger ships with turrets, but the fighters will probably get away. ... Maybe make fixed-gun fighters to escort your capital ships.
RalliOS 11 Mar, 2017 @ 10:56am 
Looking at the cannon side of things it really doesn't make sense, but for gameplay I can understand it. I keep trying to recreate actual ships though, so the early fighters and frigatges I make don't have the fixed turbolasers. And I just suck at dogfighting as a smaller ship :P
sumplkrum  [author] 11 Mar, 2017 @ 10:25am 
@Morphix - might be a bug with the healing beam function. I have no idea how to bug test it though.

@Rallias ... That's actually deliberate - I wanted the mod to focus more on dog-fighting and flying your ship. In the vanilla game, you can pack on turrets and mow things down without really having to fly. Thus, in this mod turrets have less firepower and are not very accurate.

The fixed guns are far more accurate and powerful than the turrets. In the early game, unlock the larger Turbolaser fixed guns, equip a few, and you'll have a much easier time blasting things.

The other flip of the coin, is that if your are the fighter, you actually have a good chance of escaping and surviving. ... Again, this was a decision to keep things exciting if you are focused on piloting your own ship and dog-fighting.
RalliOS 6 Mar, 2017 @ 10:27am 
As a fan of Star Wars I love this mod. I have to say though, the smaller laser cannons fire bolts that are way too slow. They're meant to deal with the fighters, but I can't ever seem to hit them. Also, the spread is far to big on most of the weapons. Both of these issues make the early and middle game with this mod more of a pain than I'd put up with if it wasn't for the fact that it's really fun to remake all the star wars ships.
Keltskiy 6 Mar, 2017 @ 5:02am 
iv moved on from the medi beam nebula and its been fine since, quick question are there any sound mods around that change the weapons to star wars I couldnt find any but maybe someone else has?
Keltskiy 5 Mar, 2017 @ 9:13pm 
the game crashes when im useing the Med nebula while im fighting the chiss not right away but at random often around chiss gunships or star destroyers.
Cherryuwu 25 Feb, 2017 @ 12:50am 
oooooh i see now, cooly thanks for the help, everything seems to check out so far :)
sumplkrum  [author] 24 Feb, 2017 @ 10:05pm 
The indent id's for the subregions in the mod are the same as the indent id's for the default subregions, thus the ones in the mod replace the default ones.
Cherryuwu 23 Feb, 2017 @ 2:02pm 
Okay im in testing phase of this, although theres something i dont understand, this is actually the same as my other regions.lua file its just arranged differently? How exactly does this get rid of the base factions? from what i can tell all it does is create many subdivisions of the same factions like the -- More Empire parts, does that somehow take up space denying the natural factions room to spawn? or is there a keyword i missed that removes the base factions. Sorry i would just like to know exactly how this works so i can easily recreate it.
Cherryuwu 22 Feb, 2017 @ 4:34pm 
Okay cool, thanks im really looking forwards to writing a whole new story, and making a giant mod to be playable with it :3 :anisoptera:
sumplkrum  [author] 22 Feb, 2017 @ 2:44pm 
If you look at the original region.lua file, you can see the subregion indent numbers.
In your mod, simply define new subregion indents for those same numbers. Copy my region.lua file if you have to and just plug-in values for your new factions.
Cherryuwu 22 Feb, 2017 @ 12:28pm 
hey i gots a question, how did you replace the whole galaxy? like how did you get rid of the base factions to make room for your own. Im trying to make a mod that adds a whole new galaxy but i cant get rid of the base factions.