![]() To get that ID you have to go into Mods (on the main screen in reassembly, after initiating the mod) and then find the faction you want to use and it has a relocation ID and a Faction. Then within that folder create a folder called "ships" and add a faction number followed by a short name to one of your ship's exports. (Which btw if you do that you should also edit the a in Drive:\Users\YourComputerName\Saved Games\Reassembly\mods from type=WORKSHOP to type=LOCAL and erase the steam player faction ID)īut, basically you just figure out what the id is, make a new mod like:ĭrive:\Users\YourComputerName\Saved Games\Reassembly\mods\MyExtraShips\ I'm not sure if you can just add a mod file with only ships into custom factions that get loaded through workshop, or if you need to drag the whole mod folder over from:ĭrive:\Program Files (x86)\Steam\steamapps\workshop\(Whatever your Reassembly ID is\Mod ID\ Originally posted by gMaImNeDs:I'm bored, and fighting my own inventions of death alongside the vanillas would help me improve upon past designs.Įh, it's a process. YIPPEE!! ENEMY GO DIE DIE!! Imbalanced, but it's singleplayer and the other players won't hear or see their agents screaming, agonizing demise, so it's perfectly fine!Īlso, something unrelated, but how do I get enemy factions to automatically use the ships I made when I played as them? I'm bored, and fighting my own inventions of death alongside the vanillas would help me improve upon past designs. And don't forget the 2,000 radius explosions produced by your improved mortars that charge as you blink! And just imagine what you could do with blast pulsers. Imagine soaring through space with 1M thruster that ways 1 mass, sporting a 3,000 range proton sword beam as wide as a large fighter ship that makes entire asteroids disappear, or missiles that hit when you blink while your 7,000 velocity railguns with 6,000 range one shot reds and other fighters off screen. Massive shipyards with plentiful solar panels that pop out ships like spider eggs, and ship weaponry with the projectile firing speed and range to produce a whip that will scar them like watching an episode of Johnny Test.*whipcrack.mp3!* I was messing around in the console shortly before this glitch happened-I was trying to delete a glitched "invincible" ship core, and accidentally deleted my own flagship instead-but other than that, I can't think of anything odd that happened.Best vanilla race? Tinkrell. ![]() So I'm wondering how I managed to jack up that save file. (edit: after verifying that my flagship worked correctly in the new test game, I exported it from there, imported it back to my original game, rebuilt my ship from scratch with the import-and, of course, that did not fix the problem) Thereby verifying the problem is in just the one save. Damage is back up to normal, and the cannon eats power like crazy. I exported my flagship design, started a new Tinkrell game, collected enough C to unlock all the ship parts, then imported the same flagship and built it, unchanged, and its weapon works correctly. It seems to be something specific to that one game save. ![]() And then, for no apparent reason, my flagship's main cannon has had its damage output-and its power consumption rate-cut by about half. Everything went fine until a couple days ago. Stomped the Sentinels and Crystals easily. Built a nice big glass cannon that can vaporize entire fleets with one salvo. That brings the forum total to six million, eight hundred seventy thousand, four hundred nineteen such threads. Oh, look, yet another thread where somebody posts a strange bug.
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