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RWDK: Reassembly Web Development Kit (Updated 2017/01/07)
https://www.anisopteragames.com/forum/viewtopic.php?f=9&t=2075
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Author:  Licflagg [ Sat Mar 19, 2016 6:37 pm ]
Post subject:  Re: RWDK: Reassembly Web Development Kit (Updated 2016/03/13

TTFTCUTS wrote:

Licflagg wrote:
I have discovered a potential bug: i have made blocks with ids 19900-20025, yet all but 19996 and beyond are blank blocks, even though i clearly have them set. is that a bug with the dev kit or the game?
You can literally start from 1. Those numbers are waaaay too high and are probably starting to eat into the relocation region, where the game keeps the blocks of relocated workshop mods.

You ONLY need to care about ids conflicting with the vanilla stuff and your own mods. Relocation will make sure it doesn't conflict with other mods once published.


i did just that, now from ID 1 to 128. and yet still, 98 and beyond aren't showing up in-game. the faction ID is 18 if you were wondering. i tested if id 1-128 were used, they weren't with the 88 mods i have.

another odd thing: when i saved, it saved as blocks(3).lua even when the stuff is changed.

Author:  TTFTCUTS [ Sun Apr 24, 2016 12:29 pm ]
Post subject:  Re: RWDK: Reassembly Web Development Kit (Updated 2016/03/13

psssst:
Image

Shapes are loading now in dev. There's currently no way to get rid of them, or change them, or even have the list update properly when they're loaded... BUT, they work.

Author:  orientwise [ Tue Sep 20, 2016 6:45 am ]
Post subject:  Re: RWDK: Reassembly Web Development Kit (Updated 2016/03/13

There is another attribute "armor", which has never been used in the default game, but it is a valid attribute. could you add it into RWDK?

Author:  z0mbiesrock [ Mon Sep 26, 2016 6:02 pm ]
Post subject:  Re: RWDK: The Reassembly Web Development Kit

Already explained:

TTFTCUTS wrote:
z0mbiesrock wrote:
Also you forgot some other less-known variables.

Example variable you missed:
There's a variable called "armor". It's an additional variable for damage calculation; also, only non-explosive projectiles obey it, and can be applied to shields.

Deliberately omitted because after some testing it didn't seem to have an effect which I could measure. Both super high and super low values seemed to have no effect on survivability, so I assumed it's not currently used in the calculations.

If you have some numbers which suggest otherwise, I could put it back in.

Author:  Lilyan [ Tue Sep 27, 2016 9:11 am ]
Post subject:  Re: RWDK: Reassembly Web Development Kit (Updated 2016/03/13

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Armor against Tinknell Death Ray. You say this didn't seem to have an effect ?

Author:  PROTOTYPE_007 [ Sat Oct 22, 2016 8:34 pm ]
Post subject:  Re: RWDK: Reassembly Web Development Kit (Updated 2016/03/13

I really need help with the block palette. I have 35 blocks in my palette (including sized blocks) and about 10 are not unlockable. Im not sure if they have to be used in a station or something, but idk. Help!

Author:  acezero2010 [ Fri Nov 11, 2016 6:57 pm ]
Post subject:  Re: RWDK: Reassembly Web Development Kit (Updated 2016/03/13

i find it annoying when everytime the setting change, the weapon always go from 2 barrel to a single barrel turret
why is that?

Author:  Camo5 [ Fri Nov 11, 2016 9:23 pm ]
Post subject:  Re: RWDK: Reassembly Web Development Kit (Updated 2016/03/13

Turret barrel sizes are based on the damage, rate of fire, range, bullet speed, and splash size.

Author:  acezero2010 [ Sun Dec 04, 2016 7:08 am ]
Post subject:  Re: RWDK: Reassembly Web Development Kit (Updated 2016/03/13

Btw do i need to restart my game if i save my setting of my block?

Author:  z0mbiesrock [ Mon Dec 19, 2016 9:35 am ]
Post subject:  Re: RWDK: Reassembly Web Development Kit (Updated 2016/03/13

Where TF is the update to RWDK?

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