![]() The game generates a ships folder automatically. If you’re working in the Sandbox, and you use the ssave command, your ship files will be saved here by default: C:/Users/youusername/Saved Games/Reassembly/data/ships You can drop fleet files and this folder and the game will see them as potential Agents in the campaign. To make an Agent folder, goto: C:/Users/youusername/Saved Games/Reassembly/data However, players can make a local folder for Agents they want to game to use. Reassembly will load them when it boots up.īy default, Reassembly loads Agents from the online wormhole. The full path for your local mods will be: C:/Users/youusername/Saved Games/Reassembly/modsĮach mod should be in a separate folder. Goto: C:/Users/youusername/Saved Games/ReassemblyĬreate a new folder named mods it does not exist by default. If you’re looking into modding, or are not using Steam, you can maintain your own mods on your local computer. If you’ve subscribed to Steam mods, they will be in:Ĭ:Program Files (64)/Steam/user/yourusernumber/workshop/329130Įach mod will be in a separate folder named with it’s Steam id. You have to activate the cvar for kWriteBlocks=1, then reboot the game and it will generate a a file. Cvars are useful for modding.īa will also appear at this location, but it does not exist by default. You can also find a base cvar.txt at this same location. These can be useful for collecting tournament results, or for submitting a bug report.Ĭ:/Users/youusername/Saved Games/Reassembly/data If you want however, you can make a copy of these files as a backup. There’s a separate folder for each of your save slots.Ĭ:Program Files (64)/Steam/user/yourusernumber/329130/saved gamesīy default these get synced to Steam’s cloud storage when the program quits. Your game saves will be in your Steam folder. Ship files will be named: Reassembly_someshipname_date_aįleet files will be slightly different: Reassembly_someshipname_date_ Steam Game Saves Ships and Fleets you export will end up on your desktop by default. If the mod author makes an update, it will overwrite your changes here.Fleet files can be exported by Right-clicking your galaxy save. – If you want to edit something, make sure you make a copy. You can checkout how it was made and learn more about making your own. If you have subscribed to a mod from the Workshop, you can find the files locally at: Program Files (x86)\Steam\steamapps\workshop\content\329130 Once the mod is uploaded, add a description, or upload more images for it on the Workshop page. You should also have a 400 x 400 preview.png file in the mod folder, otherwise when the mod is published on Steam there will be no preview image. If you have a mod that you want to share, you can Publish it to the Steam Workshop, by clicking the Publish button in the Reassembly mod window. Youre not signed in Create your ReedPop ID & unlock community features and much, much more Create account Tagged With Anisoptera Games Reassembly Get each days biggest PC gaming stories delivered direct to your inbox. Mods on top of the in-game menu take presidence.įor each thing I want to edit or test in the game, I have a separate mod for. It’s easy to turn them on or off as needed. Reassembly is available on Steam for £10.99/14.99/14.99 or DRM-free through a Humble widget on its site. So you can make all sorts of changes to the game without messing-up the original game files. Any files placed within a mod folder will replace the default files when Reassembly loads. Inside the mods folder you would make a folder for each mod you want to create, ie “ My awesome Mod“. You can also create and load your own modded files locally.Ĭ:/ Users / your name / Saved Games / ReassemblyĬreate a new folder here, and label it mods. Zombies in Space is Here Make a Local Mod: If you want to download and checkout my mod files, you can download a whole bunch here. This includes all my published mods as of 7-17-2015. So far the main things I have messed with are editing all the ships, you can find info on that here.Īnd cvar.txt edits, you can find info on that here. You can Subscribe to my mods in the Steam Workshop. There are also some good guides on the Steam Guides section. If you screw something up, you should see an error in the mod menu.įor notes on how to make a mod, check out Arthur’s notes Here. The game also has error-checking on mods. Also, if something breaks, it’s much easier to trouble-shoot if you can just turn a mod off, rather than having to figure-out which files you edited. If Arthur updates something with the game, the original files may get updated – overwriting any changes you tried to make. This section will include some of the mods I’ve messed with as well as tips and tutorials for editing your own files.īest practice is to Never Edit the Original Game Files – Use a Local Mod Whenever Possible. You can edit ships, fleets, game saves, maps, factions, global game settings, blocks, weapons, and probably more stuff that I haven’t even figured out yet. ![]() (on Mac, use TextEdit, or you can download TextWrangler.) Reassembly is not only amazingly modular right out of the box, but also easy to edit with a simple Text editor like Notepad++.
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