Reassembly

Reassembly

ExtraReassembly
Uiharu_Kazari  [developer] Feb 21, 2017 @ 6:07am
ExtraReassembly help documentation
This document is intended to address solve the problems that the player are likely to encounter when using Extra Reassembly. Including but not limited to the mod's game raiders.
  • Factions introduction:

    There are 9 extra different factions in this mod, Butterfly, Suiren, Mystery, Witness, Immortal, Mojo, Mechanical, Infinite and Linker. All of these factions have their own unique weapons and even gameplay.
    1. Butterfly:
      Butterfly has two kinds of spaceships - Mobile type and fortress type. Mobile-type spaceship has the ability to make space jump. Matching with high-speed burst weapons, they can destroy the enemies instantly. Fortress-type spaceship has heavy armors and powerful weapons, so they can achieve the advantage in the battle easily.
    2. Suiren:
      Although Suiren doesn’t have the weapon which can destroy the universe, but they have a variety of weapons which can react with each other. Cannon, missile, UAV, mines, Suiren has so many kinds of weapons and that makes themselves have the ability to deal with all kinds of battles.
    3. Mystery:
      Mystery has a unique command-upgrade system, the spaceship with higher-level command will have a huge leap than before. Mystery's weapons need the Mountable Command with corresponding level. The higher-level command not only brings more firepower but also more ways of attack.
    4. Witness:
      Witness is a powerful faction which has high mobility and melee armors. With the horrible burst beam weapons, the spaceships of Witness are invincible in short-range battles. Witness doesn’t have energy shield, but they will destroy enemies in one burst hit.
    5. Immoral:
      Immortal has two kinds of module cannons with high plasticity-modular impulse cannon and modular impulse cannon. The former can provide a powerful directional fire, and the latter has a large fire-coverage area. The parameters of the module weapons can be adjusted freely, including injury, distance, frequency, velocity and the range of explosion.
    6. Mojo:
      The spaceship of Mojo has a powerful ability of continuing fighting and cluster battles. They have unique armors and rigid shield which can ignore all light non-explosive cannon directly. Also, they have two kinds of repair beam, which can keep them safe in continuing fighting. This is a very powerful fleet of spaceships, the spaceships are named after some kinds of gemstones and rocks.
    7. Mechanical:
      Mechanical is a sophisticated faction that is proficient at missiles and UAVs. They can gradually expand the advantages and break down the enemies step by step with this kind of weapons. The shapes of the Mechanical’s blocks are all pentagon, rhombus and 36 and 72 degrees of isosceles triangles. This may bring some extra difficulty to the design of the spaceships.
    8. Infinite:
      Infinite is extremely good at the weapons of missile and cannon. These powerful weapons or has extensive coverage of fire, or has a huge pierce of armor, some weapons can even cause a terrible range of explosion. Once against on the battlefield, they can destroy any enemy spaceships immediately.
    9. Linker:
      Linker has 4 sizes of blocks, whose length is of 1: 1.414: 2: 2.828. It's a very special number - the hypotenuse of the isosceles triangle can be completely docked with the square block. The Linker is good at modular cannons ,missiles and UAVs. Different from the original version, Tinker, Linker's modular cannons only have 1 to 2 slots, you can insert the corresponding module to adjust their parameters. It's very flexible and changeable.
    10. Fungus:[Unplayable Faction]
      The Fungus's ships are able to make space jumps. Their main means of attack is cannon, whose damage, firing range, frequency and radius of explosion can be adjusted by weapon-enhancement block. And with a small number of missiles and drones, the fighting style of Dandelion is very flexible and diverse.
    11. Dancer:[Unplayable Faction]
      Dancer are adept at connecting with the enemy, and most of their weapons are extremely powerful but lack of range. Coupled with Dancer's excellent mobility and defense, if you can get close to your enemies, you will destroy them in a very shot time.
    12. Dryad:[Unplayable Faction]
      Dryad is a very "safe" faction, they are able to launch a number of blueprint ships (just like huge drones), and engage the enemy at a great distance. You can choose different types of blueprint ship and secondary weapons to install on your ship, and then, only to have the situation well in hand, can you gain a decisive victory a thousand miles away.

  • The location of this mod:

    Steam subscribers can locate the following in the Steam game library file::
    .\workshop\content\329130\818042635
    Local mod players can locate the following files:
    Windows 10 (default):
    C:\Users\UserName\SavedGames\Reassembly\mods\ExtraReassembly
    Linux (default):
    /home/UserName/.local/share/Reassembly/mods/ExtraReassembly

  • Contains files:

    Extra Reassembly mainly includes the following documents:blocks.lua, regions.lua, shapes.lua, cvars.txt, shapes.lua, blueprints folder(/ships/) and translation folder(/lang/)。
    If necessary, the contents of these files can be modified objectively.

  • Related raiders:

    Extra Reassembly is much more difficult than the original game. I believe that this is an interesting challenge for these experienced players. But for the players who have just been involved in this challenging mod, and want to fully experience the fun of this mod, they may need certain game strategies. And the following content is a brief gaming strategy of Extra Reassembly.
    The module has 9 factions to choose from, and the initial default available faction is the Suiren. You can beat the corresponding spaceship over 2000 P to unlock the remaining 8 factions. The mod's map area is 1.78 times the size of the original game. A player who has a certain game experience will touch the maximum 12500 P value in about 2 hours, and it will take about 5 hours to complete the whole game experience.
    Territory strength rating of this mod:
    1. There are a lot of gray areas in the game. All spaceships in this area are below 400 P value, so you can spend a little mind to design a small spacecraft and beat these in this area.
    2. If your spacecraft is more than 1000 P value, you can consider challenging some small regions or original faction’s regions. Most of spaceships are between 300P and 1500P in these areas, and also, there is a small number of space station in these areas.
    3. After you develop a certain size of the fleet, or have a single ship with 3000 P value and developed some medium-sized weapons, you can consider attacking some middle and large regions of other factions. The strength of these areas differs greatly, but the average P value of the spaceships in these areas is generally below 2000, and there will be a small number of large space stations.
    4. After being able to defeat the fleet in the large regions easily, you can try to challenge the fleets in base areas. Every faction has a base area, there are some extremely powerful spaceships in these areas, and even there will be some spaceships more than 10,000 P and many space stations in 10,000 P to 12,000 P.
    5. At this point, the whole picture of the Extra Reassembly will show you all.
      In fact, it’s difficult to observe the specific strength of regions on the map. So, in the early and middle days of the game exploring the map must be very cautious. And in the late stages of the game challenging these most powerful base areas, you need to set some space stations and build a powerful fleet.
    The characteristics of all factions I have been introduced in the “Factions introduction”, not repeat them here twice. But it is worth to mention that although the weapons of most factions are mostly not very powerful in all ways, but the reasonable collocations of weapons are still the best way of defeating the enemies. So, when you fight in some regions of enemies, you can design some targeted spaceships to increase the success rate of defeating them.
    For example, the Butterfly's spaceships are highly flexible but weak in armor, so fight against them with laser weapons can often have extraordinary efficacy; the Witness’s spaceships don’t have energy shield and long-range weapon, so you can beat them in a long distance or with some weapons which have large-radius explosion; also, the Immortal’s spaceships is very good at directly fire attacking, but if being fired in the side and back direction, they can hardly be able to hit your spaceships. There are many similar designs, looking forward to your mining.

  • Description Matters:

    1. When using the Extra Reassembly and selecting the factions of this mod, you will not be able to use worm holes because of the game mechanism. If you want to refresh the map, you can enter the click "START" in the start screen, and right chick the save which you want to refresh and select "Regenerate world", and then you can achieve the effect of refreshing the map same to use the worm whole.
    2. When Extra Reassembly is used with other mods in conjunction, the regions of these mods may not be loaded correctly because this mod’s global parameters of the regions are changed. Specifically, when the other mods are selected and used into the game, the initial spaceship of these mods will appear in the lower left corner of all map, and there is only one space station around you. By adjusting the order of these mods in the "MODS" will correct this problem to a certain extent. You can drag the mods in bugs to the upper left corner of the mods’ list.

  • File modification:

    1. Translation documents is the .lua files in \818042635\lang\zh (Steam workshop) or in \mods\ExtraReassembly\lang\zh (local user), and only including both English and Chinese currently. The author of this mod is lack of English, so there may be some translation mistakes in this mod. If someone volunteers to correct and update the translations of this mod, please leaving messages or e-mail to
      silver-frost@msn.com.
    2. The factions settings file is factions.lua, which can be used to adjust the unlocked factions. As follows:
      Use Notepad++, Kwrite or some other editors to open factions.lua, lookup the word “playable”, and the playable value can be 0, 1, and 2;
      0 means “not selectable”, 1 means “can be unlocked”, and 2 means “can be directly selected”, so a faction which is changed from “playable = 1” to “playable = 2”and save the changes, then it will be directly selected in game.
    3. There are some changes in cvars.txt:
      kStartingP = 500 //The default P value when you first entered.
      kStartingC = 1200 //The default C value when you first entered.
      kPointMax = 12500 //The maximum P value of the spaceship blueprint.
      kFactionUnlockThreshold = 2000 //For unlocking one faction you need to beat the corresponding spaceships above this P value.
      Please adjust yourself if necessary
    4. According to the order of the introduced factions, the mod's faction number is from 20003 to 20011, and the blocks.lua file has all parameters of all factions’ blocks. If you want to change some parameters, you should use Notepad++, Kwrite or some other editors to open and modify. Because this file contains translation positioning, it is not recommended to use RWDK visual editor to modify.
    5. All lua files in this mod is edit in encoding UTF-8 no BOM format, modify the preservation of the time do not modify it to byte order format encoding, otherwise the game can not identify. Do not change the encoding of lua files to UTF-8 with BOM, otherwise it will not be recognized by the game.
    6. A link of this mod for non-steam players:
      https://1drv.ms/f/s!Ahw2dNerZDwBhRWN3VQXnrZ_57tj
Last edited by Uiharu_Kazari; Sep 3, 2018 @ 6:12pm
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Showing 1-15 of 16 comments
Rime Feb 7, 2018 @ 8:15pm 
Don't forget, the Infinite also have an armour that is sticky, due to the lack of collision damage!
Mr Blue Jun 6, 2018 @ 12:32pm 
Originally posted by - - -:
Don't forget, the Infinite also have an armour that is sticky, due to the lack of collision damage!
i make that ship jagged. dammit :(
BlackDeath Sep 3, 2018 @ 1:10pm 
what about the 2 unplayable factions fungus and dryad, can there be description
Uiharu_Kazari  [developer] Sep 3, 2018 @ 6:10pm 
Originally posted by BlackDeath:
what about the 2 unplayable factions fungus and dryad, can there be description
Ha, I forgot about these unplayable factions - just made up for it.
BlackDeath Sep 4, 2018 @ 7:42am 
Thanks,
BlackDeath Sep 4, 2018 @ 5:23pm 
The Red need a counter against Mojo, Mojos anti-laser/plasma shields are invincible to Red,
Uiharu_Kazari  [developer] Sep 5, 2018 @ 4:31pm 
Mojo's shield isn't immune to lasers and explosions, so Red's Laser and Phaser are able to penetrate and damage the lich's shield. However, due to the Red's weakly long-range fire, I think they are only possible to fight the Mojo when P is low.
BlackDeath Sep 6, 2018 @ 10:28am 
Good to know..
BlackDeath Sep 12, 2018 @ 7:19am 
what are the red velvet and white ships? i find em everywhere.
Last edited by BlackDeath; Sep 12, 2018 @ 7:21am
Uiharu_Kazari  [developer] Sep 12, 2018 @ 5:04pm 
I'm not sure if you mean "Mechanical"(purple) and "Suiren"(white). I made their and Mystery's small spaceships all over the map for increasing game difficulty. But unlike the Witness(green) and some other factions, these three factions' small spaceships are not too powerful to be defeated by players.
BlackDeath Sep 13, 2018 @ 7:40am 
I think its just a color bug with the red ships, they are teamed with red, so its either a bug with color or they are not ment to be here,
Uiharu_Kazari  [developer] Sep 13, 2018 @ 6:58pm 
Oh, I know. Yes, Red has two different color ships, bright red and wine red. The wine red ships were designed by my friend, who used different colors from the Red, and I did not modify the color of these ships.
BlackDeath Sep 13, 2018 @ 7:33pm 
ok, no problems, thanks,
AnimateDream Mar 6, 2019 @ 9:57am 
I didn't notice this thread earlier and processed the descriptions of the command modules out of the mods files. I notice it's a little bit different. Here it is if anyone is interested.

Butterfly have two kinds of blocks (including armors, functional blocks and weapons), the [MASS] type and [ENERGY] type. The former has higher durability, stronger power generation capacity, and more powerful weapons. And the other has higher mobility and super light-weight blocks which can support ships for space jumps
[NOTE] :
Press 'Z' to make space jumps, if the mass of ship is low enough
[NOTE] :
The blocks with [ENERGY] type can go through ally ships.

Suiren have a very rich variety of weapons systems. With their good mobility and not bad armor durability, they can deal with all kinds of battles by mixing shipborne weapons reasonably. In addition, Suiren has excellent long-range spinal cannons, so they are particularly good at tackling all kinds of heavy spaceships.

Mystery have a unique command-upgrade system, the spaceship with high-level [Mountable Energy Command] will have a huge leap than before. The higher mountable energy command not only enhances the strength of the weapon, but also brings more kinds of attack ways. But it should be noted that although Mystery huge ships are extremely powerful, they have a hard way to improve their P value at the beginning
[NOTE] :
Mystery's weapons need the corresponding level [Mountable Energy Command].

Witness are mostly invincible in short-range battles, with horrible maneuverability, melee armor and burst beam weapons, their spaceships are able to approach enemies without injuries, and crash/destroy enemy ships in an instant. But be careful, Witness don't have any energy shield, so they are not good at dealing with large explosions, so just faster than light!"),

Immortal have two kinds of module cannons, MPC (ConvexLens) and MIC (ConcaveLens), whose parameters can be adjusted freely, including damage, distance, frequency, velocity and explosion radius. Although the range and damage of their modular weapons are far more than any other factions', these weapons don't have turrets, so it should be careful when facing multiple enemies.

Mechanical are proficient at missiles, UAVs and blueprint ships. No need to approach to enemy ships, they can gradually expand the advantages and break down the enemies step by step with these kinds of long-range weapons. But be careful that Mechanical are not good at maneuverability and point defense, so it should also pay attention to their own safety when launching drones to attack enemy ships.

Infinite are extremely good at the explosive weapons, whose missiles and cannons are able to make large-scale explosive damage. Similarly, they are not lack of the means to armor piercing. Properly matched weapons can do great damage to enemy ships. But it should be noted that Infinite don't have many ways to against to light ships, because most of their weapons are long-range but medium-velocity.

Linker are good at modular cannons, missiles and UAVs. Different from the Tinkrell of the original game, their modular only have 1 or 2 slots, which are very flexible and can be inserted by [XCHG] to adjust their parameters. In addition, although Linker are not good at maneuverability and their armor is very fragile, but their energy shield is very powerful and able to immune to all explosive attacks.

Mojo have High-durability armor, anti armor-piercing shield and recovery beam, which make Mojo have a powerful ability of continuing fighting and cluster battles. It should be noticed that although Mojo's armor and shield are able to ignore light non-explosive projectiles, because of their weapons' low muzzle velocity, if it's not overwhelming, don't let Mojo's ships face to multiple light enemies ships at once.

Flare had great advantages in mass combat and in the face of multiple enemies. although they don't have hard armor, but their mini-size blocks and great maneuverability made up for their defense level. In addition, Most of Flare's cannons are able to adjust the damage and spread angles by block ['mc2=hν'], the greater the spread angles, the higher the weapon damage increase
[NOTE] :
Press 'Z' to make space jumps, if the mass of ship is low enough.

Dancer are extremely proficient at protection and maneuverability, and use ultrahigh-damage laser as the main weapon. Their weapons are mostly lack of range but overpowered damage. with their high maneuverability, Dancer are able to finish the action 'close & kill & leave' in an instant. As the name dancer, their fight is as beautiful as the maple leaves dancing in the air.

Dryad are proficient at missiles, UAVs and blueprint ships. No need to approach to enemy ships, they can gradually expand the advantages and break down the enemies step by step with these kinds of long-range weapons. But be careful that Dryad are not good at maneuverability and point defense, so it should also pay attention to their own safety when launching drones to attack enemy ships.
J-PAT Dec 17, 2022 @ 8:05pm 
is it just me or did the Flare faction get deleted?
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