RWDK: Reassembly Web Development Kit (Updated 2017/01/07)
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TTFTCUTS
Joined: Thu Jan 14, 2016 2:21 pm Posts: 94
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Pretty sure subregions is needed to include more than one region in a file though? Not sure if the weirdness is happening just because it's only got a single subregion contained or whether it's something else... could really use arthur's input on exactly how this stuff works. Guessing is hard when you can't tell where the problem is.
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Thu Feb 25, 2016 10:19 am |
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sumplkrum
Joined: Sat Jun 06, 2015 3:04 am Posts: 457
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Thu Feb 25, 2016 11:42 am |
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TTFTCUTS
Joined: Thu Jan 14, 2016 2:21 pm Posts: 94
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Not getting it. I tried multiple sections, one for each region, and it seemed that only the first was read.
I tried enclosing those in a section, and it appeared that none of them were read.
I don't see how to get multiple regions to read.
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Fri Mar 11, 2016 7:39 pm |
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sumplkrum
Joined: Sat Jun 06, 2015 3:04 am Posts: 457
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Hmmm, it looks like things aren't working the way I remember (which probably means some of my really old mods are broken).
After testing a bunch of things, I got this to work:
{ subregions = { { ident = 222, -- Eternal Fleet color = 0xa44256, count = 1, radius = { 0.03, 0.05 }, position = { 0.7, 0.90 }, fleets = { { 54, { { 0, 5000}, {1, 80000} } } }, fleetCount = { { 10, 20 } }, }, { ident = 223, -- Chiss color = 0x001559, count = 1, radius = { 0.2, 0.5 }, position = { 0.7, 0.9 }, fleets = { { 51, { { 0, 18000}, {1, 8000} } } }, unique = { {"51_star_destroyer2_sumplkrum_[4927P]"}, {"51_base_sumplkrum_[4697P]"} ,{"51_star_destroyer2-B_sumplkrum_[5136P]"} }, }, } }
So defining the subregions within outside brackets. I'm pretty sure that as long as you don't set totalSize, it does not count as redefining the galaxy.
You can use for a test/example file if you want. It's a version of the Star Wars galaxy mod with an edited regions file. There's already a whole bunch of regions and factions made up in here.
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Sat Mar 12, 2016 6:55 am |
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TTFTCUTS
Joined: Thu Jan 14, 2016 2:21 pm Posts: 94
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That's what I was already doing, but in some cases it was causing problems. It may be that it only causes problems if you define a single sub-region, in which case I just need to special-case it for when the list of regions has only a single entry.
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Sat Mar 12, 2016 7:43 am |
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TTFTCUTS
Joined: Thu Jan 14, 2016 2:21 pm Posts: 94
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Pardon the double post, but I just updated adding a whole bunch of new stuff, changes and fixes. Check out the main post for details.
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Sat Mar 12, 2016 5:54 pm |
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bokke1010
Joined: Wed Mar 16, 2016 11:09 am Posts: 4
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I really like this development kit and made a couple of fun mods with it already, but after the implementation of the new ships tab, i would really like to download the complete package as a zip, to not have to download each file independently, and possibly forget something. And it would make the modding easier, becouse you can (almost) make a complete mod using just the kit, and not having to create a folder, becouse you can just unzip it. i however don't know how hard it is to create custom zip files in dart or html, so if this is (almost) impossible, please let me know thanks for the kit 
_________________
Visual Reassembly mod kit
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Wed Mar 16, 2016 11:14 am |
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Licflagg
Joined: Thu Mar 17, 2016 2:07 pm Posts: 3
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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?
_________________ First main mod Here's what i used to make it. VERY useful:
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Thu Mar 17, 2016 2:11 pm |
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TTFTCUTS
Joined: Thu Jan 14, 2016 2:21 pm Posts: 94
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Fri Mar 18, 2016 9:07 am |
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Tsuruki
Joined: Thu Jul 30, 2015 6:36 am Posts: 8
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Im not very good at computer language stuff, but very interested in messing with this game, this pretty awesome tool makes the pipedream a possibility. I have a bunch of questions, perhaps like minded modders who are better with computer stuff than me could answer a few? Perhaps walk me through something simple?
Heres my questions: Something I'dd like to do: Modify and add stuff to a base faction. Say I don't like the Farmer faction Station battery, I want to increase the projectile velocity and make it fire bursts of 3 shots. 1) Is there a quick and simple way to implement that? Can I have a mod for each faction wherein I can fiddle with existing stuff (using this online tool, modifying the .lua with just text makes my brain fizzle)? 2) Is there a quick and easy way to create this gun (say by copying the original) and adding it to the game along with the original, not instead of? 3) Do I have to manually decide P and Energy costs or can the game do it? If I could set up a mod for each of the base factions that I can add blocks to and fiddle with existing blocks in I think I would be set for life. I'm not particularly interested in making new factions from scratch.
Thanks in advance to anyone who takes the time to answer.
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Sat Mar 19, 2016 9:10 am |
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