Overview
This is a guide for anyone with limited knownledge of Lua format code, or even none at all. Reassembly may seem complicated, but it is an incredibly simple game to mod, and lots of fun as well. Personally I was discouraged by the lack of information on the wiki, as well as not being able to find any REAL in depth guides, but don’t let that stop you. This guide is here to help, and don’t be afraid to message me at any time asking for help or advice. Happy modding!
Introduction
First things first, you have to decide the functionality of your mod. In itself, faction mods have many different chapters, so it’s up to you to decide how far you read. I will cover mutiple different methods of creating ships and the like, aside from manual coding as this is a beginners guide.
Starting your mod
The easiest and argueably most effective way to start your mod is by using an existing fleet or ship. In the file select screen, right clicking on a file gives you the option to “Export as mod (create blocks.lua)” Doing so will create in itself most of the files required for a working mod, however there is a catch. If you are doing so with an existing faction fleet, only blocks used in the fleet will be included in the palette for the new faction. This isn’t a problem if you don’t want any blocks from other factions, just make sure your already made fleet contains all of the parts you want, and manditory things such as a core and factory. (Keep in mind you CAN edit the stats of these blocks)
However, if you wish your new faction to contain parts from more than one vanilla faction, you will have to create a ‘Blockship’ in sandbox mode. This is where it gets a bit tricky. Take a minute to acustom yourself to sandbox mode. If you are choosing this method, you will end up building here quite a bit.
Once you are familiar with the controls of sandbox, (keep in mind shows or hides the console, and 1,2, and 3, activate fly, command and construct modes, respecitvely) you are ready to start designing your blockship.
Start off by choosing a base faction. No matter what blocks you decide to add, you still need to take the core from a default faction. (This obviously means no plants or borg, E.T.C.) Start by typing in the command ‘palette <factionID>’ into the console on the top left. This will spawn all of the blocks for the chosen faction, so start with the base faction you decided on.
For reference, the faction ID’s are as follows:
2: Farmer
3: Red
4: Tinkrell
5: Peaceful Plants (Invalid for playing)
6: Borg (Invalid for base faction)
7: Flies (Invalid for base faction)
8: Terran
9: Asteroids (Invalid for playing)
10: Outcasts (Invalid for base faction)
11: Crystalline
12: Bees
13: Spiky Plants
14: Capital (Invalid for playing)
15: Sentinel
16: Jellyfish (Invalid for playing)
17: Agents (Invalid for playing)
Most of these factions aren’t playable, and some aren’t even naturally spawned, but in the case of ‘Spiky Plants’ a faction not normally playable, they are actually usuable as a base faction.
If this is your first time making a faction mod, I highly recommend using Terran as you first base faction. This is true simply because of the wide range of functionality of their core blocks, and generally wide palette.
Creating your palette
After deciding on a base faction, you are going to want to decide which blocks you want to use, and which you dont. Just because you are using a Terran core doesn’t mean you have to use Terran weapons or hull pieces. Again, button ‘3’ is used to activate construction mode.
Take the core piece of your main faction (in the case of Terran there are two, just take the ship core and forget about the station one for now), and start assembling your blockship. Literally just take parts off of any palette you want, and drag them onto your ship. Don’t worry about making the ship look nice or functional in any way, the goal is just to put every block you want on it. There ARE some things to keep in mind however.
1. Don’t let your ship exceed 8000p. You CAN add more than 8000p worth of stuff, just add them onto a second blockship. This also doesn’t mean you can’t make any ships above 8000p, you just have to do so later on. You can check how much P your ship has by highlighting the entire thing and looking at the bottom right of your screen.
2. Size varitations DO matter. Make sure that you have every possible size of hull shapes or weapons that you want (a common misconception is that you NEED all of them), because they count as seperate blocks.
3. Don’t worry about mixing faction parts. Ignore the rules of the regular game for a minute, and instead focus on adding every single part you want/need. You can always remove them later on.
4. You will be able to adjust the size, shape, color and stats of all of these later on, so don’t be hesitant to add things that may seem useless.
After gathering all of the parts you want, (make sure you only have one core though) highlight your entire blockship, and type ‘export’ into the console. A file of you ship will be saved to the desktop. If your starting faction has multiple cores, you will have to export them on the seperate ships. There is no limit to how many blockships you can make, just keep in mind they don’t need to be functional.
When all of the blockships are exported, go back to the main menu. You are going to have to start a file, namely the same type as your base faction in order to set some stuff up. It’s also important to note that you will need to level up you availible P to the same amount that your biggest blockship has, so if you dont want to spend the time I recommend adding this to your
subscriptions: [link]
Now that you have enough P, it’s time to import your ships. Go to the in game menu, and click import on the bottom left. Import all of your blockships, and delete all of the preset designs for your faction, they will only get in the way later on, unless you want them in your final mod. Don’t worry about the text saying that your current blueprint contains encrypted blocks, we will be leaving soon anyways.
There is one last step to do before leaving, and while it is optional, it will make your life a lot easier in the future. Go the profile page, and color your faction whatever you want, as well as name the faction under whatever you want the final creator to be.
Once done, save and quit the file. Right click on it, and as mentioned before, select ‘Export as mod (create blocks.lua)’
Editing blocks
The next step is a lot of fun. Here is where you get to edit your blocks. Keep in mind that you CAN go back later on and edit the stats of blocks, but not the size once they are placed on a ship. To do so, navigate to your mods folder:
Windows: C:/Users/<You>/Saved Games/Reassembly/
Linux: /home/<You>/.local/share/Reassembly/
Mac: /Users/<You>/Library/Application Support/Reassembly/
You will notice that the mods folder already contains a funky looking folder. This is the blank mod that we created above. Feel free to rename it to whatever you want, it doesn’t really matter.
Inside that folder you should find a file titled ‘block.lua‘. If you are not familiar with the format of a lua file, it is essentialy a big batch of text used to define code. You don’t need any complicated programs to open them, just the defualt text writing one on your OS.
NOTE: Windows has BOTH Wordpad and Notepad. Notepad WILL NOT save the file correctely, use wordpad instead.
AT THIS POINT I HIGHLY RECOMMEND MAKING A BACKUP OF YOUR MOD. YOU WILL LIKELY MESS UP AT LEAST ONCE, WE ALL DO. DON’T LET IT RUIN YOUR MOD.
When you open that file, you will be greeted with a huge mess of text. Don’t be intimidated. This is just the file defining what each block does. Take a moment to figure out how it works. For example, as shown on the wikia for Reassembly modding, here is the chunk of files for one of the Terran plasma cannons:
{881, name=”Plasma Cannon”, features=TURRET|CANNON, group=8, blockshape=OCTAGON, blockscale=2, durability=0.500, blurb=”Basic turreted damage dealer”, density=0.150, fillColor=0x113077, fillColor1=0x205079, lineColor=0x3390eb, cannon={ roundsPerSec=4.000, roundsPerBurst=3, muzzleVel=1400.000, spread=0.020, damage=120.000, color=47081, range=1200.000}}
While it is scary at first, if we break it down we can find it is not so bad.
(881)
The integer value at the front of the text is what’s known as the blockID. This determines which block is which in the game’s code. You will notice that the blockship automatically layed out the parts from 1-200, and from 17,000-60,000 if you needed more. Be careful with changing these, it could mess a lot of things up if you arent careful.
(name=”Plasma Cannon”)
The name value is as simple as it sounds. It is what the name shows up as when you mouse over your block in the game. Don’t be afraid to change the name of a block as many times as you want, even if the block is already on a ship, as the game never references the name for building ships.
(features=TURRET|CANNON)
This next section is argueably the most important. It determines what each block does. In the case of this cannon, it is both a turret and cannon. There is no limit to how many functions a block can have, just make sure you don’t break code in the process of adding more. The complete list of block features is as follows:
- COMMAND: Defines the block as the core of a ship or station. At least one is required.
- ASSEMBLER: This block allows the ship to rebuild itself. Typically on the core.
- REGROWER: The same as ASSMEBLER but for plants
- GENERATOR: Defines the block as an energy generator or energy storage module. This also causes the block to explode when destroyed.
- THRUSTER: Defines the block as a thruster. Keep in mind “thrusterForce” is equivalant in game.
- LAUNCHER: Launches ‘LAUNCH’ blocks, such as missiles or drones.
- LAUNCH: Is laucnhed by a preditermined ‘LAUNCHER’
- TURRET: Connects another block like a turret. Keep in mind “turretSpeed” determines swivel speed.
- DTURRET: Non-functional TURRET
- OTURRET: Non-functional TURRET
- EXPLODE: Causes block to explode, simular to a generator.
- CANNON: Defines the block as a weapon that fires PROJECTILES (see below)
- LASER: Defines the block as a weapon that fires LASERS (see below)
- SENSOR: Increases the range at which AI detects enemy ships
- SHIELD: The block projects a shield
- TORQUER: Rotates your ship. Keep in mind “torquerTorque” is equivalant in game.
- CANNON_BOOST: Modifies a weapon, such as the Tinkrel modular cannon.
- INVULNERABLE: Makes block, well, invulnerable
- NOREGEN: Block will not heal.
- REPLICATE: Buggy version of LAUNCHER
- ENVIRONMENTAL: Allows plants to grow on it
- TRACTOR: Collects R in range
- ROOT: Attaches buildings to other surfaces
- GROW: Suggests the block isn’t fully built
- AUTOFIRE: Sets block to autofire weapon binding by default (see below)
- AUTOLAUNCH: Simular, but not just for launchers (see below)
- FREERES: If block despawns, it won’t drop R. Common on drones.
- FACTORY: Defines the block as a ship factory
- SELFFACTORY: Non-functional FACTORY
- Seed: Nothing grows unless connected to an ENVIRONMENTAL block
- UNGROW: Will constantly decay
- CHARGING: Requires weapon to charge fire (see below)
- MELEE: Increases melee damage (5x by default, see below)
- TRANSIENT: Connects to blocks picked up by AI ships
- NOCLIP: Makes block phase through blocks
- INVISIBLE: Makes block invisible
- SPECTER: Makes block invisible and adds chance to NOCLIP
- JAMMER: Reduces damage and speed of enemy ships and drones
- TELEPORTER: Allows teleportation (see below)
- TELESPAWN: Causes ship to spawn fully built. This also makes them free to spawn.
- INTLINES: Visually causes block outlines to remain seperate
- ONEUSE: Block only performs it’s function once per life
- PERISHABLE: Lives for a limited amount of time, then despawns or explodes. Common on plants or mines.
There are some other block features, but their purposes have not been found yet, so let’s skip them for now.
Block Functions:
Projectiles fire bullets that have velocity. This can be edited, but they also have recoil.
Lasers fire a solid beam with no travel time. This can be a burst or charged shot, but it can pierce through a ships armor very easily. Be cautious about making laser weapons too powerful.
Autofire causes a weapon to default to point defense. This is true even for AI ships. Works for both launchers and other weapons.
Autolaunch works the same as autofire, but only works for launchers.
Charging requires a weapon to charge up. This can be especially useful for a laser weapon that is too powerful.
Melee obviously increases melee damage. By default, melee parts do 5x damage, but adding the parameter ‘meleeDamage=<integer>’ can increase or decrease it. Note that ‘meleeDamage=6’ results in 600% melee damage, not 6%.
Teleporters are used for teleporting ships short distances. The amount of energy it takes to teleport a ship is determined by it’s mass. You can edit how much by using the parameter ‘teleporterPower=<integer>’. The amount it takes is equal to teleporterPower times mass.
Now that we have that big step out of the way, let’s move on to other block features.
Editing blocks (Part 2)
(group=8)
This simply dictates what faction a block belongs to. In the case of the plasma cannon, it belongs to faction 8, Terran. All of your blocks should say 20-100, as that is what factions are availible for mods. It’s best not to edit this, because you want all of these blocks to be useable by your faction.
(blockshape=OCTAGON)
This variable shows which shape the block will be. There are many different shapes in the game, but keep if mind only a select few are usuable for any given task.
0. none specified is a simple square block
1. OCTAGON (8 sided regular polygon)
2. THRUSTER (chunky thruster)
3. CANNON (standard fixed cannon block)
4. MISSILE (well, uh, it’s, uh, a missile)
5. RECT (weird block that has interesting ratios of sizes to compensate for situations of cruel and unusual geometry)
6. HEXAGON (6 sided regular polygon)
7. TRI (isoceles triangle)
8. COMMAND (the iconic not quite box, not quite octagon shape used by most command blocks)
9. SENSOR (unused block, throws assert errors, probably don’t use this)
10. WING (causes a physics crash on creation and locks up the game – don’t use!!)
11. ADAPTER (weird block that can be used to change from odd numbers of attachment points to even and vice versa)
12. CUSTOM (causes a physics crash on creation and locks up the game – don’t use!!)
13. PENTAGON (5 sided regular polygon)
14. RHOMBUS_72_108 (one of the penrose rhombus tiles, this is ‘penrose one’, it’s the thicker rhombus)
15. RHOMBUS_36_144 (one of the penrose rhombus tiles, this is ‘penrose zero’, it’s the skinnier rhombus)
16. THRUSTER_PENT (used by penrose tiling thrusters that need to fit in a more friendly manner for their unique geometry)
17. DISH_WEAPON (used by some weapon mods eg damage amplifier)
18. DISH_THRUSTER (used by most thrusters)
19. RIGHT_TRI (right angled isoceles triangle)
20. RECT_LAUNCHER (shape for ideal launching of things eg. missiles, drones, staggered off from main body, TWO LAUNCH POINTS)
21. RECT_CANNON (base cannon for the modular weapons)
22. RECT_CANNON_BOOST (used by some weapon mods eg range amplifier)
23. invalid, not recognised, causes a physics crash
24. RECT_LONG (adjustable on one dimension only)
25. ISOTRI_72 (half of a thick rhombus, end point angle is 72 degrees)
26. ISOTRI_36 (half of a thin rhombus, 36 degrees)
27. RIGHT_TRI2L (right angled scalene triangle, forms an L when shortest side is aligned with bottom edge of screen)
28. RIGHT_TRI2R (the mirrored version of the L forming scalene triangle)
29. SEED_1 (same shape as gem 1, but with special anchor point at base to connect to terrain)
30. SEED_2 (same shape as gem 2, but with special anchor point at base to connect to terrain)
31. SEED_3 (same shape as gem 3, but with special anchor point at base to connect to terrain)
32. SEED_4 (same shape as gem 4, but with special anchor point at base to connect to terrain)
33. RECT_LONG_NARROW (the same but narrower I guess)
34. RECT_LAUNCHER1 (shape for launching things, ONE LARGER LAUNCH POINT)
35. RIGHT_TRI_22_5L (as before, 22.5 degree angle)
36. RIGHT_TRI_22_5R (as before and so on and so forth)
37. DISH_MISSILE (used by faction 8 drones)
38. RECT_ROOT (a thin rectangle that connects one side of x attachment points to one side of one attachment point, used to anchor buildings)
39. GEM_1 (weird organic shape, narrow to wide with one connector at the end)
40. GEM_2 (weird organic shape, narrow to wide with two sides and connectors at the end)
41. GEM_3 (weird organic shape, narrow to wide with three sides and connectors at the end)
42. GEM_4 (weird organic shape, narrow to wide with four sides and connectors at the end)
43. ISOTRI_25 (narrow, 25 degrees)
44. ISOTRI_25_MISSILE (it’s a triangular missile!)
45. ISOTRI_13 (narrower, 13 degrees)
46. ISOTRI_13_MISSILE (doesn’t seem to be used but is a narrower missile than the 25-degree triangle missile)
47. ISOTRI_6 (really narrow, 6 degrees)
48. HEPTAGON_LAUNCHER (a flower of missiles and pain)
49. HEPTAGON (7 sided regular polygon)
50. GEM_2_LAUNCHER (end attach points are for launched blocks only)
51. GEM_3_LAUNCHER (end attach points are for launched blocks only)
52. GEM_4_LAUNCHER (end attach points are for launched blocks only)
53. RECT_QUARTER (the same as RECT_LONG but much much smaller)
54. ISOTRI_3 (the narrowest, 3 degrees, Blockscale of 2 or higher strongly required)
55. ISOTRI_25_WEAPON (used by some weapon mods such as the rate amplifier on Faction 4)
56. NONAGON (9 sided regular polygon)
57. ISOTRI_80 (almost but not quite a right angled triangle)
58. THRUSTER_RECT (an even chunkier thruster)
59. SQUARE_HALF (half the size of a regular block, so closer to 1/4 in volume)
60. SQUARE_LAUNCHER (the unfortunate fact is this will never be able to use all its launch points)
61. SQUARE_MISSILE (pretty much only used for faction 6 drones)
62. RIGHT_TRI_30L (sort of different with one less attachment point?? 30 degree angle)
63. RIGHT_TRI_30R (and then mirrored)
64. OCTAGON_1 (an octagon with one attachment point)
65. SQUARE_1 (a square with one attachment point)
66. CANNON2 (fixed shotgun/gauss beam block)
67. RECT_V1 (causes a physics crash on creation and locks up the game – don’t use!!)
68. MISSILE_LAUNCHER (a missile with launcher attachment points!!!)
69. MISSILE_SHORT (stubby missile, has launch attach points??)
(durability=0.500)
Durability is a size to health ratio. A higher durability means more health.
(blurb=”Basic turreted damage dealer”)
The blurb is the description of any given block in game. Some blocks are relatively self-explanitory and will not contain a blurb by default. It’s best to include a short blurb on complicated weapons or tools, to explain their function to the player.
(density=0.150)
Density is a size to mass ratio. A high density means more weight.
The next few parameters simply refer to the colors of the block. Reassembly uses a modifed html color code format, where colors are listed as 0x###### instead of F######. Using a website such as this[htmlcolorcodes.com] can be used if you wish to edit any of your colors.
Finally, the remaining few are pretty self-explanitory, aside from burstyness which decides how fast the weapon fires bursts. A higher burstyness means less time between bursts.
Creating ships
Now that you have created the majority of your blocks, or at least their sizes, I urge you to update your backup. Any errors or mistakes coming up would put you back to where you were before editing blocks, making you have to do it all over again. However, the knit and grit is over for now, as this is the fun part.
You will have to make your ships in sandbox mode, or at least all of the starting ones. Open up sandbox mode and type ‘clear‘ into the console to open up your playing area. Then proceed by entering ‘minpalette <factionID>‘. If you have never made a faction mod before, then you faction ID will be 20. Otherwise, you can easily check what it is by opening the factions.lua file in the mod folder we already created. It’s right at the front.
Now that you have all of your blocks spawned, feel free to build your own ships and stations! Keep in mind that station need to have a factory and no thrusters, and that you have to make a ship that you start as.
Note: The game will randomly chose a starting ship closest to 300p at the current time, but we can manually set one later.
Also note: In order for a block to be buyable in game, it must be placed on a ship. If it is placed on the starting ship, it will be unlocked by default.
A faction needs at least two station and a starting ship to be marked as valid, but I suggest making around 20 ships and 4 stations, to mix things up. At this time you can make a ship more than 8000p, just keep it mind making too many big ships might make your faction too overpowered to be functional.
After you create a ship you like, highlight the enitre thing and export it, just like we did with the blockship(s) earlier. It isn’t quite that simple though, because you still need to add them to your mod.
IMPORTANT! It will make your life a lot easier if you keep track of the total P costs of all of your ships. Just write it down somewhere!
In your mod folder there is a secondary folder titled ‘ships’. Opening this will reveal your blockships, which you can delete at this point. Move your exported ships into the folder, and from her we can configure them.
In order for a ship to work, it has to be defined and named. Do so by renaming the each ship file to ‘<factionID>_<name>‘. For example, 20_Jumpship is a valid name if your faction is under ID 20. It is important that none of your ships share a name with a vanilla or modded ship, or they won’t work. The wikia suggests combating this issue by including your name.
Not so fast! There are still a few things to do before testing you mod fully, but we are almost there. I promise.
Setting faction info
The next step is to set the behavior and stats of your faction. Do so by opening the file ‘factions.lua‘
It should look something like this, at least by default:
The colors shown are the colors the faction will default to when starting a new file. If you chose colors before, they will be set to the same as the ones you picked.
The primaries tab refers to how many colors a faction has to choose from. I won’t be covering how to set this up, as this is a beginners guide, but feel free to experiment all you want. (With a backup 😛)
Next is simular to the features for blocks. These AI flags determine how the AI in a faction will act in game. The list of useful AI flags is as follows:
- METAMORPHOSIS: Automatically changes its design occasionally
- FOLLOWER: Follows the player. If put in the aiflags of the faction, hilarity may ensue.
- ATTACK: Immediately initiate attack on sight of an enemy spaceship. Cannot use FACTORY, but can use SELFFACTORY
- FLOCKING: Align with and follow nearby allies
- RECKLESS: Favors fight over flight
- AGGRESSIVE: Decreased delay before initiating attack
- CAUTIOUS: Increased delay before initiating attack
- SOCIAL: Alerts nearby allies when attacking or being attacked
- PEACEFUL: Does not attack unless attacked
- WANDER: Wander randomly
- HATES_PLANTS: Kill nearby plant (also uses the player’s point defense)
- FORGIVING: Stop attacking after a short time.
- TRACTOR_TRANSIENT: Loot useful parts from wrecks
- DODGES: Dodge enemy attacks
- RIPPLE_FIRE: Ships use ripple fire
- SPREAD_FIRE: Spread weapon firing angles
- BAD_AIM: Blindly aim randomly
- POINT_DEFENSE: Use all weapons as point defense.
- SMART_FIRE: Adapt attack to target movement
- NO_PARENT: Automatically leave parent fleet when spawned.
- MUTATES: Spawned ships are randomly mutated
Next, ‘playable’ determines whether a faction is playable or not.
0=Not playable
1=Playable, needs to be unlocked
2=Unlocked by default
I suggest setting this to 2 for now, as least for testing.
If you want your starting ship to be a certain design, add the parameter ‘start=”<yourshipname>”‘
For example, start=”21_Jumpship” would set the starting ship to the one I made before.
Finally, name is just what the faction name will show up for in game.
Mapping your faction
Before moving on, update your backup again.
This is the last step before testing your mod, and it’s also where the total P value comes in.
The regions.lua file determines how your faction effects the generation of the world.
To begin, faction is just asking which factionID this file is relating to. Make sure it lines up with your blocks and ships.
The color in this file is what color your faction will be on the map. By default, it is the same color as you base faction, so be sure to change it.
Ident refers to what place the faction should load in. To keep things simple, set it to your factionID.
Count asks how many different places you faction should spawn. To keep it balanced, here is what i recommend:
- >45,000 =1
- 20,000-45,000=2
- 10,000-20,000=3
- 5,000-10,000=6
- 2,500-5,000=8
- <2,500=10
Position is where you faction will appear on the map, relative to center. A value of 2 will place the faction of the very edge of the map, so don’t go far above 1. Also, this doesn’t mean that your faction will always spawn in the same place, as it also uses negatives.
For instance, postion={0.25,1} will allow you to start at (0.25,1), (-0.25,1), (0.25,-1) and (-0.25,-1). Having a count bigger than 4 will result in the extra faction chunks to be randomly placed.
Fleets is the most important part of of this file. They determine how big and which ships will spawn in your territory. The first value within it’s brackets should always be set to your factionID. Next, a set of numbers appears, defaulting to 0, 3500. This determines the ships and station inside your faction’s control. In my experience, it’s best to replace the 3500 with your faction’s total P multiplied by 1.5. For future reference, we will refer to this number as faction1.
Make sure you keep the 0 the same, it represents the area not the amount of ships.
Next, for the set defaulting to 1, 1000, replace the 1000 with half of faction1.
If you want more ships to spawn farther away (not recommended for factions with large ships), simply divide the previous faction P replacement by 2 every time. Be careful to get the brackets correct.
The stations for your faction, both activated and deactivated naturally spawn in a series of rings around where you start.
fleetCount dictates the radius of those rings, namely (inner, outer). Since the stations relate purely to how you designed them and their blocks, I can’t tell you what to set these numbers to, and you will have to experiment for yourself. Keep in mind a bigger value means the stations are less clumped up.
Ambient means that the stations will adjust their location based on their surrounding when spawning. Set this to 1 for small factions, but leave it at 0 for bigger ones. (>10,000P)
Testing and modifications
At this point your mod is technically completely functional, all that’s left is to tweak it and finalize some things.
Start a new file under your new faction. Look at the map, and if the stations seemed clumped up, adjust your fleetCount variable.
Just don’t exceed 30!
Next I suggest spending the time to test all of your weapons. How do they do against different factions? Are some useless? Are some overpowered? Things like this should be mostly fixed if you plan on uploading your mod.
The following are some suggestions on how to fix a weapon that seems useless without making them jump to overpowered.
- Try increasing firerate on bullet weapons
- On laser weapons, reduce the energy and P cost, or add width
- Increase drone lifetime
- Buff the velocity of launcher weapons
Here are some for fixing a weapon that is TOO powerful.
- Reduce velocity of bullet weapons, making them harder to hit
- Reduce turret speed or add a charge time to laser weapons
- Nerf the ‘torquerTorque’ of drone by quite a lot
- Reduce the ‘thrusterPower’ of launcher projectiles
Finalizing your mod
There are a few last things to do before calling your mod complete and uploading it, but you’ve done well to make it this far. Before moving on, ask yourself the following questions:
Is my mod fun to play?
Does my faction take over the map?
Is my faction too weak?
Does my faction cause a lot of lag?
Does my mod look well made?
Make sure to answer these question and go back and fix what’s needed. Be sure to demonstrate what is your best!
Finally, the last file in you have in your mod folder is a picture, named preview.png. This is the image that shows up for your mod in the mods tab in game. Set it to whatever 200×200 png image you wish, and open the game again.
The absolute last step is to upload your mod. In the mods tab in game there is an option to ‘Publish’ which will upload your mod to the workshop. When done, congrats! You’ve succesfully finished and created a full faction mod. Feel free to brag to your friends.
Credit where due
Firstly, the vast majority of my information comes from the Reassembly wikia[reassembly.wikia.com].
As well as a special thanks to @z0mbiesrock’s guide, he did a great job formatting the big lists (which I stole 😛)
Remember, I’m always availible to help you if you need, and on top of that, be sure to send me your faction mods. I would love to check them out. Nice work!