Reassembly

Reassembly

Blood Angels
 This topic has been pinned, so it's probably important
Adamus  [developer] Feb 2, 2016 @ 4:16pm
The place where bugs come to be dissected
Please tell me of your game integrity issues relating to this mod. I am aware of a few and will edit this as and when they emerge;

• Wormholes do not allow fleet uploads with modded blocks, alas, and hence this can never be possible (as far as I'm aware...)

• After travelling through a wormhole you will never again find surface bases on asteroids for this faction, even if you regenerate the world. I don't understand why and am searching for answers.

• The shields are supposed to be sky blue, again not sure why they're green at present. Kinda works though, praise be to the emperor.

• The nuclear cannon can cause explosions behind it due to the animation size creating a set of contact points behind the ship; this is being tweeked to make it fit for purpose.

• The automatic whirlwind launcher doesn't appear to work; it may be that missiles aren't supposed to autolaunch due to "engage player's target" being hard coded to missiles.

• Struggling to get seed mechanism to function and hence this is absent from the faction at present. The idea is to have a launcher with rect_root "drop pods" to deploy self-constructing bases on asteroids. The mains issues are twofold, any ideas let me know ;

1. The seeds launched bind to asteroids but never pick a blueprint and hence don't grow into anything.
2. My buildings brought into sandbox, and attached to an asteroid, launch and respawn their own drop pods quite happily, which then go on to spawn the same building as the parent (not random as hoped). In game this stops functioning for some reason, and all buildings fire their drop pods automatically when in player draw distance and never respawn them.

I will try and fix everything I can, thanks for your patience
Last edited by Adamus; Feb 3, 2016 @ 4:50am