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Blocks - Blocks.Lua Edit

List of Variables Edit

Does not include variables needed for certain features to work, for that, see List of Features

functionName{}/(Parent) variableName= Description Usage Notes
(block_vars)
name= block name "string"
blurb= block tooltip "string"
features= block Features FEATURE|FEATURE See List of Features
shape= block Shape SHAPE See List of Shapes
group= group Number whole # This is the faction it is available to
scale= block scale whole #
points= resource cost whole #
durability= health to area ratio decimal #
density= mass to area ratio decimal #
fillColor= starting color hexidecimal # The block starts as this color value
fillColor1= end color hexidecimal # The block loops to and from this color value
lineColor= outline color hexidecimal #
growRate= speed of creation or replacement decimal #
capacity= resource storage decimal #
(weap_vars)
power= power usage decimal #
damage= damage on hit decimal #
color= color of beam or particle shot hexidecimal #
range= distance before decay decimal #
explosive= type of explosion PROXIMITY, ENABLED, FINAL
explodeRadius= radius of explosion decimal #
command{} Faction= commanding faction Whole # This also decides what faction's fleet contains the ship. When making a command, ensure this is set correctly, to avoid other factions spawning your ship instead.
cannon{} inherits (weap_vars)
roundsPerSec= rate of fire decimal #
roundsPerBurst= projectiles fired at once whole #
burstyness= ratio of time spent waiting for next pulse to time spent pulsing decimal # 1=instant pulse with all pulse rounds

0=constant rounds (not pulsing)

muzzleVel= speed of projectile decimal #
cannonBoost{} inherits (weap_vars) & cannon{}
variableName= {#, #}
laser{} inherits (weap_vars)
pulsesPerSec= rate of fire decimal #
pulsesPerBurst= lasers fired at once whole #
burstyness= ??? decimal # Seems to have no observable effect
pulseAvailability= ratio of time spent waiting for next pulse to time spent pulsing decimal # 1=instant pulse with all pulse rounds

0=constant rounds (not pulsing)

decay= time spent fading decimal # This is seconds spent decreasing opacity; other effects of the laser such as pulse length are not affected by this.
width= laser width decimal #
replicateBlock{} inherits (block_vars)
lifetime= time before Missile/Drone/Seed dies decimal #
launchFeatures= features applied to block when it's

launched

FEATURE|FEATURE See List of Features
shield{}
strength= shield health decimal #
regen= speed of regeneration of shield health decimal #
delay= decimal #
radius= shield projection radius decimal #
color= shield color hexidecimal #
lineColor= hexidecimal #
damagedColor= hexidecimal #

List of Features Edit

Name Description Usage (Related functions & Variables) Notes
COMMAND Command module command={faction=#}
GENERATOR Generates energy for weapons generatorCapacityPerSec=#, powerCapacity=#
ASSEMBLER Attaches nearby compatable blocks
TRACTOR Attracts R tractorRange=#
THRUSTER Thrusts thrusterForce=#, thrusterColor=#, thrusterColor1=# Thrust direction is from the right side of the shape
TURRET Allows rotation of weapon turretSpeed=# Also creates a visual turret shape on the object based on the turret type and variables
CANNON Weapon cannon={roundsPerSec=#, roundsPerBurst=#, burstyness=#, muzzleVel=#,} Must contain many of the variables in List of Variables above. See Example Definitions for a working example.
CANNON_BOOST Improves weapons cannonBoost={variableName={#, #}}
AUTOFIRE Defaults to Autofire Binding
LAUNCHER Launcher Weapon replicateBlock{lifetime=#}, replicateTime=#, launcherSpeed=#,

launcherOutSpeed=#

Only effective on shapes which have missile ports (see List of Shapes)
TORQUER Allows rotation similar to a gyroscope torquerTorque=#
EXPLODE Causes an explosion on destruction explodeDamage=#, explodeRadius=#
SHIELD Generates a shield shield={strength=#, regen=#, delay=#, radius=#, color=#, lineColor=#, damagedColor=#}
LASER Laser weapon type laser={pulsesPerSec=#, pulsesPerBurst=#, burstyness=#, pulseAvailability=#, decay=#, width=#}
PHOTOSYNTH Photosynthesis; accumulates R photosynthPerSec=#
SEED Seed-firing "weapon" launchSpeed=#, launchLifetime=#, launchResources=#, seedLifetime=#
FACTORY Factory
FREERES Does not require energy to fire weapons Used in drone launchers
SELFFACTORY AI-specific feature which allows spawning of own blueprint [1] Used only on the "Sensoria" block from group 7
TELEPORTER Allows teleportation if used on a control module Used only on the "Sensoria" block from group 7
DEACTIVATES When this block is fatally damaged, the block deactivates but remains intact. Used only on the "Station Command" block from group 8
CHARGING Charging weapon modifier chargeMaxTime=#, chargeMin=# Allows for weapon charging or "windup" time

chargeMin is the amount of the max charge time needed; 0.9 is 90% of the max charge time.

TELESPAWN Spawns ships instantly, instead of seeding them like a factory Used only on the "Teleporter" block from group 8
ENVIRONMENTAL Environment blocks
ROOT Allows plants to grow on them
INTLINES This block will show it's outlines regardless of anything it's connected to. Used only on a bunch of unnamed blocks from group 6
REGROWER allows cluster to regrow (but not reassemble)[1]
MELEE Causes damage to colliding object meleeDamage=# Multiplies damage dealt to other blocks on collision.

List of Shapes Edit

Taken from log dump using cvar kWriteBlocks=1.

Name Verts Notes
ADAPTER 4
CANNON 8 has weapon ports
CANNON2 8 has weapon ports
COMMAND 6
DISH_MISSILE 4 has missile ports
DISH_THRUSTER 4 has thruster ports
DISH_WEAPON 4 has weapon, weapon booster ports
GEM_1 4
GEM_2 5
GEM_2_LAUNCHER 5 has launcher ports
GEM_3 6
GEM_3_LAUNCHER 6 has launcher ports
GEM_4 7
GEM_4_LAUNCHER 7 has launcher ports
HEPTAGON 7
HEPTAGON_LAUNCHER 7 has launcher ports
HEXAGON 6
ISOTRI_13 3
ISOTRI_13_MISSILE 3 has missile ports
ISOTRI_25 3
ISOTRI_25_MISSILE 3 has missile ports
ISOTRI_25_WEAPON 3 has weapon booster ports
ISOTRI_3 3
ISOTRI_36 3
ISOTRI_6 3
ISOTRI_72 3
ISOTRI_80 3
MISSILE 5
MISSILE_LAUNCHER 5 has launcher, missile ports
MISSILE_SHORT 5 has launcher, missile ports
NONAGON 9
OCTAGON 8
OCTAGON_1 8
PENTAGON 5
RECT 4
RECT_CANNON 4 has weapon ports
RECT_CANNON_BOOST 4 has weapon, weapon booster ports
RECT_LAUNCHER 4 has launcher ports
RECT_LAUNCHER_1 4 has launcher ports
RECT_LONG 4
RECT_LONG_NARROW 4
RECT_QUARTER 4
RECT_ROOT 4 has root ports
RHOMBUS_36_144 4
RHOMBUS_72_108 4
RIGHT_TRI 3
RIGHT_TRI2L 3
RIGHT_TRI2R 3
RIGHT_TRI22_5L 3
RIGHT_TRI22_5R 3
RIGHT_TRI_30L 3
RIGHT_TRI_30R 3
SEED_1 4 has root ports
SEED_2 5 has root ports
SEED_3 6 has root ports
SEED_4 7 has root ports
SENSOR 5
SQUARE 4
SQUARE_1 4
SQUARE_HALF 4
SQUARE_LAUNCHER 4 has launcher ports
SQUARE_MISSILE 4 has missile ports
THRUSTER 4 has thruster ports
THRUSTER_PENT 4 has thruster ports
THRUSTER_RECT 4 has thruster ports
TRI 3

Example Definitions Edit

Note that tabs are two-spaced. Some changes made from original definitions for neatness.

  {200, command={faction=2}, shape=COMMAND, name="Command Module", features=COMMAND|GENERATOR|ASSEMBLER|TRACTOR,

    group=2, points=10, durability=0.500, blurb="The core of every ship", density=0.200,

    fillColor=0x69a95, fillColor1=0x66a95, lineColor=0xaef300, 
    powerCapacity=300.000, capacity=100.000, generatorCapacityPerSec=100.000},
  {272, shape=RIGHT_TRI, scale=4, name="Hull", group=2, growRate=16.500},
    fillColor=0x202020, fillColor1=0x404040, lineColor=0xaef300,
  {231, name="Phalanx", features=TURRET|CANNON|AUTOFIRE, 

    group=2, points=7, durability=0.500, density=0.150, 

    fillColor=0x79a82d, fillColor1=0x69989d, lineColor=0xaef300, 
    turretSpeed=20.000,

    cannon={roundsPerSec=10.000, muzzleVel=1200.000, spread=0.050, power=4.000, damage=5.000, 

      color=0xecfe00, range=1300.000}},

Factions - Factions.lua Edit

Variable List Edit

Variable name Description Value Type Notes
color0= Primary color index hexadecimal # These are indexes, and can therefore be increased. No current known documentation on the consequences of such. Numeric index increases linearly: color0=, color1=, color2=, etc.
primaries= Amount of primary colors integer #
aiflags= Behaviors enabled for ai members of the faction FLAG|FLAG See AI Flags List
playable= The playability of the faction integer # 0=unplayable, 1=Unlockable, 2=Unlocked
name= The name of the faction "string"
start= The starting ship on world creation "string" This ship decides which blocks of the faction are unlocked by default

AI Flags List Edit

Flag Name Description Notes
METAMORPHOSIS AI will occasionally change blueprints
FOLLOWER Follows player
ATTACK Attack ruthlessly; used specifically for tournament mode
FLOCKING Align with nearby allies
RECKLESS Run away less
AGGRESSIVE Initiate attacks more easily
CAUTIOUS Initiate attacks less easily
SOCIAL Call for help
PEACEFUL Never initiate attacks
WANDER Wander randomly if nothing else to do
HATES_PLANTS Kill plants if in range
FORGIVING Stop attacking more easily
TRACTOR_TRANSIENT Grab blocks from the environment and use them
DODGES Dodge projectiles
RIPPLE_FIRE Use ripple fire on weapons
SPREAD_FIRE Use spread fire on weapons
BAD_AIM Aim poorly
POINT_DEFENSE Act like a point defense drone
INACTIVE Become a vegetable
SMART_FIRE Use spread fire when enemy is expected to dodge
NO_PARENT Don't follow leader
CHILDREN_SET Don't change children - set by player
BLUEPRINT_SET Don't change blueprint - set by player

Ships - ships/, extra_ships/ Edit

WIP

Audio - Audio.lua, audio/ Edit

WIP

Shaders - Shaders.lua, shaders/ Edit

WIP

Text – messages.lua, popups.lua, tips.lua, text.lua Edit

WIP

Regions - Regions.lua Edit

WIP

Font – blockfonts/, *.ttf Edit

WIP

Other Edit

CVars Edit

For a complete list of CVars, go to C:\Users\YOURNAME\Saved Games\Reassembly\data\cvars.txt

References Edit

  1. 1.0 1.1 http://www.anisopteragames.com/docs/

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