Reassembly

Reassembly

Reassembling Reassembly
Reassembly mods add new weapons, block types, ships, or complete playable factions to the game. They can also change sound effects, fonts, or modify many aspects of the game.
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NimrodX 3 2 Jul, 2018 @ 1:25am
Setting the initial list of ship designs available to the player
I'm trying to mod one of the included factions (farmers) with new ship designs, but I can't seem to figure out what determines which designs are available to the player in the "press 3" fleet control screen. They just seem to be there for no reason. Can't find a cvar or anything that would explain it.
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Showing 1-5 of 5 comments
Safari Mesh 2 Jul, 2018 @ 10:19am 
There is a tag in factions.lua called start that you can put the filename of the ship(s) you'd like the player to start out with.
Like this for example:
2 = { name="Farmer", playable=1, start="2_SuperDreadnaught", }
Last edited by Safari Mesh; 2 Jul, 2018 @ 10:22am
NimrodX 3 2 Jul, 2018 @ 10:24am 
Ok, but what about the other initial/default blueprints in the available blueprints screen? I was trying to add to the list of default blueprints, and can't find anywhere it was defined after looking at what I think is everything. I thought maybe having "pship" in the filename had something to do with it but no luck. Maybe it's hardcoded?
Safari Mesh 2 Jul, 2018 @ 10:39am 
Originally posted by NimrodX:
Ok, but what about the other initial/default blueprints in the available blueprints screen? I was trying to add to the list of default blueprints, and can't find anywhere it was defined after looking at what I think is everything. I thought maybe having "pship" in the filename had something to do with it but no luck. Maybe it's hardcoded?
I'm pretty sure you just have to put more than one ship name into the start tag, after testing starting ships with the salt mod, I believe the game takes some ships that have a lower p value than the starting ship and allow those to show up in your fleet menu. Not too sure what determines the number of those ships though, it could be maybe be a cvar thing but I just think it's random as there is nothing in the mod folder defining multiple starting ships.
NimrodX 3 2 Jul, 2018 @ 12:11pm 
Hmm... I tried that out and I get another strange behavior. I set the kStartingP to 8000 to see if it would offer all of them and it didn't. Then i set the starting ship to "Large Solar Factory" (with 765P) and now the only other available blueprint is the 30P "Barge". Why it would pick only that one I have no idea.

Makes no sense.... Wish we could just hard configure the list of starting blueprints so we could create "starter suggestion" mods and such for existing factions. Even for custom factions I'd want to explicitly control the starting blueprint list.....

I do notice that Barge is 2_pship_cargo01 which is alphabetically the first filename starting with 2_pship_ but no idea why it would stop there.
Safari Mesh 2 Jul, 2018 @ 12:21pm 
Yea I have no idea man
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