Reassembly

Reassembly

Wormhole Anomaly
40 Comments
taco_man541 6 Aug, 2023 @ 5:27pm 
theirs still a conflict with the sentient mod you just spawn as the core
The Interference 2 Jun, 2023 @ 3:27pm 
This mod has a conflict with the Sentients mod, if when you try to load up a new game and the starter ship looks like spagetti, that's how you know.
theromanticswb 22 Feb, 2022 @ 7:32pm 
hey in this game i can't be a building
Hunter 495 21 Dec, 2017 @ 7:35pm 
solar panels.
Huntertyavatar 29 Mar, 2017 @ 8:05pm 
Ah, alright. Thank you for the speedy reply!
Meranera  [author] 29 Mar, 2017 @ 7:44pm 
@Huntertyavatar Give faction mods like these priority over mods that alter the map in any way.
After that, restart the game and regenerate your saves - that should fix it.
Huntertyavatar 29 Mar, 2017 @ 6:20pm 
Been getting errors while using this faction and some various other factions. goes as follows:

warning:<base>/blocks.lua: Ident 17015 (or insert factions number here) is above 10000 wrapping as 7015

<base/regions.lua:13: error: Garbage after parsing GalaxyRegion

It causes the faction i play as to be spawned outside of the map and only spawn with itself and a station; there are no other ships, stations, or even damaged stations.

Meranera  [author] 28 Nov, 2016 @ 4:02pm 
@A.D.A.M. If you upload your crash log somewhere like pastebin, maybe someone could help identify the issue for you.
I don't know anything about crash logs, so I'm afraid I can't help.
Good luck!
Atom 28 Nov, 2016 @ 3:59pm 
I just tried that: It doesn't work for Bees in vanilla either! It's gotten to the point where my game crashes if I load the Bee save file I tested with
Meranera  [author] 28 Nov, 2016 @ 3:56pm 
@A.D.A.M. It works fine for me; try disabling mods, and then try it in a new, clean Bee save.
Your issue sounds the same as the one I got when I had my root blocks flipped.

FYI, Altered Vanilla doesn't alter any blocks, and the Anomaly root is identical to the vanilla Bee root other than color, description and health.
Atom 28 Nov, 2016 @ 3:44pm 
No, I used the root correctly, I just tried with the bees also. It literally replaces my design for a rooted thing with another design. I even got a stock plant, an asteroid, and an attacking plant design instead of my own thing! You need to update the altered vanilla experience mod/the ones that go with it to fix this... It kinda takes the fun away from the races with buildings.
Meranera  [author] 28 Nov, 2016 @ 12:49am 
@A.D.A.M. That happens when you improperly use the root block.
It has a regular connection point and a smaller point - make sure the smaller one doesn't connect to any other block.
After that, regenerate your world and it should work.
Atom 27 Nov, 2016 @ 1:01pm 
For some reason I can't get my own plant-ship designs to work. It only uses the starplants. And when I regenerate world it has no startplants or custom plants... :/
wneutgens 19 Nov, 2016 @ 4:27pm 
cool
Alterran Longbow🐀 8 Nov, 2016 @ 9:50pm 
"There's something else within the shadows... An emptiness... A silence..."
Senhara 30 Oct, 2016 @ 12:19pm 
i have never seen anything like this. love the ship designs.
Raine 26 Oct, 2016 @ 4:45am 
wow your mods are awesome

Must
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To
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Mods
For
Perfect
Reassembly
Modded
Experience :DDDDD
Girthquake 22 Oct, 2016 @ 5:46pm 
That lore is on point. Perfecto...
Mixed Nuts 20 Oct, 2016 @ 7:56pm 
There is actually a guide on here about how to code new block shapes. It's pretty basic but its a good place to start. Look in the guides since I have no idea how to paste the guide itself.
Meranera  [author] 19 Oct, 2016 @ 5:39pm 
@EnergizedBlast Thanks, but I'm clueless about shape modding.
I let tanghao do that stuff for me. :D
EnergizedBlast 19 Oct, 2016 @ 5:18pm 
This looks absolutely wonderful, and it would seem one of the few mods I've seen to actually add new block SHAPES. Do you know if there is any guide on doing this or do you have any tips? I know you mention tanghao for making a new shape, but I was wondering if you knew anything on it that might help. :pewpewpewpew::pewpewpewpew::pewpewpewpew:
Polk 17 Oct, 2016 @ 10:10pm 
bright*
Polk 17 Oct, 2016 @ 10:10pm 
yea that purple is a little bight but the green is fine
Meranera  [author] 17 Oct, 2016 @ 7:40pm 
Added the Distorter block which allows for teleportation, and a Generator with high capacity but low output.
Probably not very well balanced, but I need to go sleep.
Meranera  [author] 17 Oct, 2016 @ 6:20pm 
@bbpolkagal For clarification, do you mean the purple or green/yellow block colors?
I personally like the current contrast, but I'll see about making the purple a bit darker.

About invisible blocks, I'll probably add 6 different shapes of those.
I suppose they're not too far fetched if you take the lore into account.
Polk 17 Oct, 2016 @ 6:02pm 
also maybe make the colors a little darker?
Polk 17 Oct, 2016 @ 6:01pm 
maybe some blocks are clear and have no collision or mass so that you could put guns floating nearby to your ship?
probably wowie 17 Oct, 2016 @ 4:16pm 
yay
Meranera  [author] 17 Oct, 2016 @ 3:46pm 
@Clod Trash ..Now that you say it, a teleporter does makes sense for this faction.
I'll get on it tomorrow.
probably wowie 17 Oct, 2016 @ 3:29pm 
Spacial distortion...

Teleporters pls?
danny420dale 17 Oct, 2016 @ 1:48pm 
Oh this looks like a cool faction.
Meranera  [author] 17 Oct, 2016 @ 11:21am 
@Lily-an The default ships don't fly very fast (except the Spectre), and it doesn't work well against shields and large hull blocks.
I personally don't mind them being effective against small unshielded ships though.

I've posted a reply on the anisoptera forum, but it needs to be approved first.
Incase it takes a while to get approved, here's the video I posted .
Lily-an 17 Oct, 2016 @ 11:06am 
And if your ship flys faster, tons of #3636 can simply kill enemy ships with that explode radius rather than hit missiles.
Lily-an 17 Oct, 2016 @ 10:44am 
72 Terran missile launchers can beat a ship with 8x#3636 and 7x#3634.
Screenshots here:
http://www.anisopteragames.com/forum/viewtopic.php?f=9&t=5085
probably wowie 17 Oct, 2016 @ 9:54am 
a: weeb

b: it's about time that this came out :v
Meranera  [author] 17 Oct, 2016 @ 9:35am 
*12 Moonlights and 6 AM-Cannons..
I could've reposted but I can't be bothered to rewrite it.
Meranera  [author] 17 Oct, 2016 @ 9:21am 
@Lily-an Your test results are quite different from mine.

During repeated testing, 12x #3636 were enough for 104 Terran Missile Launchers.
The vast majority of missiles were shot down before they reached their target.
Lily-an 17 Oct, 2016 @ 9:12am 
That usually needs more lasers than enemy missiles. During my testing, a ship with 8x #3636 lasers and 3 Vulcans cannot beat a terran ship with 12x missile launchers.
Shot faster、more decay and add some linearForce would help.
Meranera  [author] 17 Oct, 2016 @ 8:14am 
@Lily-an During my testing they hit Terran, Sentinel and Farmer missiles just fine.
I do think they could use further tweaking though.
Lily-an 17 Oct, 2016 @ 8:11am 
Exploding Autofire lasers are weak.
They almost never hit missiles.
Use them to attack ships better.