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Anisoptera Games - View topic - RWDK: Reassembly Web Development Kit (Updated 2017/01/07)
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RWDK: Reassembly Web Development Kit (Updated 2017/01/07) 
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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.


Thu Feb 25, 2016 10:19 am
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Thu Feb 25, 2016 11:42 am
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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.


Fri Mar 11, 2016 7:39 pm
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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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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.


Sat Mar 12, 2016 7:43 am
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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.


Sat Mar 12, 2016 5:54 pm
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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 :D

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Visual Reassembly mod kit


Wed Mar 16, 2016 11:14 am
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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?

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First main mod
Here's what i used to make it. VERY useful:


Thu Mar 17, 2016 2:11 pm
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Fri Mar 18, 2016 9:07 am
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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.


Sat Mar 19, 2016 9:10 am
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