Reassembly

Reassembly

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The "Official" Reassembly Strategy Guide
By z0mbiesrock and 2 collaborators
This guide will give you some strategy as how to quickly build up from a tiny ship with no more than 300P to a mothership with up to 8000P. Each faction has its own general strategy, and don't be afraid to give me any tips to add to this guide.
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Reassembly In A Nutshell
Reassembly is, in a nutshell, a mix of FTL, Spore, Captain Forever, and Fl0w. You start off as a weak and tiny ship, and over time, you "evolve" your ship to become unstoppable(mostly)!


In the game, there are seven playable factions.
If you want to meet the factions, click here!

You start off as one of those factions.
The Factions
There are seven playable factions in Reassembly. Each faction has its own unique abilities and weaknesses. Study each faction you fight, because if you want to play as them, you should adapt to other factions.


Faction 1: The Terrans

The Humans have managed to integrate themselves with their technology, to the point where humanity exists in the form of sentient spaceships. They are peaceful, but will use force if necessary.






This is the first faction you can play as in Reassembly. It has an average attack and defense potential. When fully upgraded, you should have a fleet of many child ships as support, and a large array of weapons.











Faction 2: The Farmers

Cultureians are a race of farmers. They use genetically modified ship-plant hybrids to spread their influence and build their fleet with the fruits of their labors.






This is a weak faction, but it gets stronger as the Power Rating is upgraded. It has access to plant-sustaining hulls and armor, and have access to blasters that can produce seeds for use on barren asteroids. They are capable of even producing their own resources by using cheap Solar Panels. Even with little P, you can fit a lot of Solar Panels on your ship.











Faction 3: The Red

The Huntis are a race of warriors. They don't tolerate hostility, and usually aren't the first to attack. But once they are provoked, it's a good idea to run.






Huntis ships are known for their sharp-edged red ships with tremendous firepower. Larger ships can produce drones, while even larger ships can produce entire ships and have access to powerful gatling guns.











Faction 4: The Tinkrell

The Tinkrell have managed to engineer new ways of living, using technology from neighboring factions to upgrade their own. The Tinkrell usually flock together as their weapons cannot aim independently from the ship's direction.






The Tinkrell are an intelligent race. They can also produce their own R, and have access to a unique feature: CUSTOM WEAPONS! Although they must turn their ENTIRE ship to aim, once they have a lock, their strongest weapons can tear through anything!











Faction 5: The Crystalline

The Crystalline race live in the radiation-rich center of the galaxy. Their durable crystalline ships are guaranteed to shred anyone that dares oppose them.






The Crystallite are one of the most powerful races you can play as. Early on, missiles are your biggest priority, due to no energy cost and fast production. As you get stronger, invest in Power Conduits and Plasma Condensers, and even a factory!











Faction 6: The Bee

Bees are sentient cybernetic organisms that use technology as their way of living. They build large towers on worlds they've claimed as outposts for their future generations.






Robotic architects, Bees build tall structures on asteroids. Their mobile forces are small in number, but they make up for it with a large and variety of weaponry and defenses. They are sworn enemies of the Plantoids, an unplayable race of yellow plant-ships.











Faction 7: The Sentinels

The Sentinels are a mysterious race. No one knows what being controls the ship that is about to kill them. All that is known is that they're highly aggressive, and don't give a damn as to who you are.






Little is known about the Sentinels. They have very durable ships, and powerful weapons. Their signature weapon is a nuclear warhead found in their common "Guardian-Class" ships. Their strongest weapons are also the most expensive, so save up for those superweapons.












Your Universe (In A Box.)
Your universe is basically a massive expanse of space to explore, conquer, and prosper.
There are a variety of hazards and treats to discover in your galaxy.

Passive Objects


Asteroids are gray obstacles that support the growth of Plant Life. Asteroids and plants can be destroyed, and plants will grow and reproduce over time. Old plants will also eventually decay.Plants will produce SPOREs.


Spores produced by plants are released with force, so they can find new ground to grow. Over time, they will decay if they haven't found a place to germinate, and become Resources. Strangely, plant spores are rocket-propelled. Seeds produced by the Cultureians's seed launchers are not rocket-propelled, and are much more productive once planted.






There are also red asteroids that explode when touched. Be careful around these.












Buildings

Buildings are made by two factions: The Borgs, and the Bees. Borgs are an NPC faction, so you can't play as them. Their buildings don't have many defenses, and only their ships attack you. Expect beam weapons and drones. Some Bee buildings, however, do have defenses and even shields.










The Spiky Plants


The Spiky Plants are another unplayable faction you could encounter. The faction is mostly made up of sentient plants with a frightening array of unguided weapons. They don't attack unless provoked, but exceptions do occur, and your allies may fire without reason, so remain vigilant!









The Flies


The Flies are another unplayable faction in the world. They are extremely annoying. They perform hit-and-run tactics to avoid getting destroyed from larger and slower ships. Also, they can break pieces of themselves off to make more of themselves! They are difficult to eradicate, and spread like a virus. As long as there is resources, nothing can stop their growth. Oh, and they also have primitive hyperdrives to teleport short distances.





The Contestants (Corruptions)


The Contestants are an unplayable faction of dark forces of unknown origin, they are mainly corrupted beings of each playable factions, it seems like there was a dark past a long time ago.
Note: The main colors of this faction are black and dark pink, but a few ships of the Contestant Faction can take on a rainbow of colors, that's how arthur coded them to show the original color of the past contestants ships. This faction actually includes alpha and beta tester designed ships before the game was officially out of early access.




Damaged Stations


Damaged Stations are abandoned or destroyed remnants of stations from your faction. They are usually guarded by hostile forces, or even overgrown with vegetation! Be prepared when finding stations guarded by stronger foes. Reactivating damaged stations will provide a substantial Credit Bonus, and helps grow your influence in the galaxy.









Wormhole


The universe you inhabit is but one of many countless worlds, unseen but yet connected. These connections manifest into Wormholes. When you get within range of a wormhole, you either have the option of following it into a new, untouched world, or you can choose to send a copy of your fleet to spill into these other unseen worlds. Your world is also enriched by the fleets of other worlds travelling to your world, and they do NOT come in peace, if you know what I mean...





Statistics and Numbers and Choices, Oh my!
In Reassembly, there are various statistics to keep in mind when evolving yourself, your fleet, and your faction.


Resources


Resources are the secondary currency in Reassembly. It is used to earn Credits by selling it to Stations. If the ship has a factory, it can produce ships with the R instead. Your resource storage is limited, so equip parts that store R to increase that limit. Terrans and Farmers benefit by having free storage units. Said Farmers and Tinkrells can also passively produce their own R.




Dying will drop any R you have, so it's better to sell a half-full R storage than to go foraging for more, and losing it to a stray missile or blast.



Credits

Credits, or C, is the primary (C)urrency in Reassembly. It is used to buy upgrades, and hire allies to your fleet. You gain C by selling R to stations, releasing your allies from your fleet, and killing enemy ships.

Ship Power

Ship Power, or P, is the complexity limit of your ship. Lower-tier items would cost less P, while stronger and higher-tier items would cost more. The Sentinels carry the most expensive items (their signature nuke, and a uber-tier charging laser) both costing at least 24,000 credits to unlock each item, and individual parts of those types have a P cost of over 2000! The maximum amount of P you can have is 8000, which is barely enough to give you creative "freedom".


Friend Or Foe?

This is a very simple question. Similarly colored ships are your friends. Everyone else is your enemy. A white ship with blue weapons, for example, is NOT an ally to a blue ship with white weapons. Also, similarly-colored ships muct be in the same faction to be allies. Although the Tinkrell and Crystalline are similar in color, they are NOT friends to each other.

The Trials Of Combat
If you wish to sustain your influence in any part of the galaxy, remember that it is a prize to be claimed by the strongest.


Fleeting for Victory
Like the Cell Stage of Spore, your only allies are your own kind. Use C to hire allied ships to increase your survivability and combat potential. Just be aware that you must land the killing blow to earn C from destroying enemy ships.

If that don't work... use more gun.
The ship with the biggest or most guns wins. If you are looking for combat, you should equip a large arsenal. That way, you can quickly defeat anything that tries to kill you.

Fight or Flight Situations
Sometimes, enemies will eventually damage you enough that any more punishment will wreck your ship. If your ship is almost dead, it's actually a good thing to run away. Thanks to advances in nanotechnology, damaged ships can regenerate lost parts over time. Use the chance to escape to restore your ship to full function, then continue the fight! Be aware that enemies will also regenerate lost parts when damaged as well, so it might take longer to kill them.

Speed is the key
Thrusters are the only way to move in space, and you will need a lot of them to maneuver. If you lose all your thrusters, you're basically a siting duck. Stations are especially stationary because they don't have any thrusters to begin with.

NPC Ship Evolution
When enemy ships explode, their wreckage may be looted by other ships. This is useful for factions that share many parts with other factions, in that they can quickly repair lost parts using those parts. Some ships will even loot additional parts and become stronger allies/adversaries. The ship you control will collect wreckage only to fix itself, never to temporarily upgrade itself.

Aim for the heart.
In Reassembly, ships are controlled from their vital Command Modules. These are the glowing "cores" that act as the "heart" of the ship. If the command module is destroyed, the ship is dead. In combat, remember to protect your command module, and target the enemy's.

If your command module is destroyed, you die, losing any resources you're carrying and a small number of Credits. You will respawn at the nearest safe station, fully assembled and ready to fight again. You will also have to build a new fleet.

Your Arsenal
There are a variety of weapons that can aid you in combat. Depending on your build, it can mean easy killing, or several deaths. There are also defensive and support parts that will make life easier.

Projectile List:
  • Bullets: These are comet-like concentrations of pure energy that deal damage. There is nothing special about them. Bigger bullets obviously deal more damage.
  • Shells: These special bullets carry tremendous potential energy, and on impact, explode in a small radius.
  • Missiles: Solid homing rockets, they fly towards an enemy and explode.
  • Rockets: Like missiles, they fly towards a target, but they don't follow their target if it moves.
  • Drones: Drones are modified missiles that can independently attack enemies. They can be produced quickly, but are usually weak. Don't underestimate a swarm of drones.
  • Bombs: Bombs are explosive projectiles that explode with a medium radius. They are mostly used by the Terran Faction, dropping them to create minefields.
  • Nuclear Drones: Used by the Sentinel Faction, these expensive death missiles explode with a large radius that can decimate multiple ships and wipe plants clean off an asteroid. To make matters worse (to their enemies), the nukes have their own guns!

Types of Guns:
  • Basic Laser Guns: These guns are used by basically all the factions.
  • Missile Launchers: They do exactly what they're named for, which is launching missiles. Their behavior varies slightly with the faction using them.
  • Drone Depots: These are where drones are built and launched.
  • Beam Weapons: These weapons fire an instantaneous beam at targets, and are devastating when enough of them are used.
  • Spinal Weapons: These large weapons only fire in one direction, so aiming requires turning the entire ship so the weapon faces its target. The Tinkrell's main weapons consist of this type of weapon.
  • Machine Guns: Certain Factions will use these rapid-fire guns to attack. Each bullet they fire is weak, but the rate of fire compensates with quantity. The Red race has access to a Gatling gun that fires 40 rounds per second!
  • Minelayer: The Terrans' main way of placing bombs in the battlefield.
  • Nuclear Option: This signature Sentinel Weapon costs 2728P to equip one onto a ship, and it launches the frightening Nuclear Drones at a rate of one every 5 seconds. Unlocking it costs 24338C!
  • Obliterator: Another powerful Sentinel weapon, it costs 2700P to equip on onto a ship, and costs 24300C to unlock for use. It deals a whopping 2000 damage to its target!
    (a user has submitted a buff patch for this weapon to make it more worth its then 3400P price tag)

Defenses:
  • Armored Hull: The hull is the skeleton of any ship. Each piece adds protection for your weapons and command Module.
  • Shields: Most factions have shielding technology, which helps protect key structures. Shields, however, do not protect against colliding with things, and are usually frail themselves.
  • Point Defense Guns: These guns are usually made to target enemy drones and missiles. They can be used offensively, but are better suited for protecting the ship from major projectiles.

Support/Miscellaneous:
  • Generator: All weapons use up energy, and having no energy can be costly. Adding generators will provide more energy, so you can use bigger guns more effectively. Beware, generators will explode when destroyed, damaging and even destroying any nearby parts.
  • Spike: The Sentinels have a specialized armor piece called the Armor Spike. It deals increased damage when used to ram enemy ships.
  • Factory: To make more ships, you need a factory. It's expensive at first, but as you upgrade your P, it doesn't seem expensive anymore. You can build a fleet from scratch with a factory, as long as you have the R. The factory will also need an open space to release ships that are created. making it vulnerable.
  • Seed Launcher: While not a weapon per-se, it is used to create a farmable source of R. The plants produced can be used by any faction. The seeds themselves must first be initially planted by Farmer ships.





Ship Building 101
Building a ship is no simple task, but it's not complicated either.

After getting used to building your first custom ship, focus on more advanced building tricks.

Building With What Is There

Building a ship may seem tedious, but you have access to additional designs you can modify to your heart's content.

Here is an example of designing a Humanoid Bomber Jet:

The ship we will make will be modified from the default Interceptor.




Select the entire wings...

...then delete them.


Copy the nose of the ship...

...then remove the missile launchers.


Place the "noses" where the wings used to be.




Now, adjust and place thrusters on the new wings.

Use the big thrusters.


Now add Mine Layers.

The mines will need open space if they are to be deployed properly.


Click EXIT, and your ship should change gradually into its new form.

The ship sails well, but there is something missing. Energy! Laying mines will burn energy with the current state. So...

We add more generators!




Now your ship should be regenerating faster than it is being drained.

See the difference? This is a must for larger ships.


As you can tell, the Command Module is open to attack. This is where shields come in...

Add a generator to power the shield without sacrificing energy.


Lastly, you name the ship, and you have a custom ship ready for scattering mines all over the place!

As an added bonus, allied ships with factories may spawn your new design!

Building From Scratch

Sometimes editing a ship isn't good enough. Thankfully, you can delete everything (except the CM, which can't be deleted anyway) and build a fresh new ship from scratch.*

*You can also click an empty design slot to get similar results.


Let's say you want to build a Cultureian freighter with a self-contained garden...

This is your starting point.


The next step is planning what pieces to use.

Take note of the items boxed in. These pieces can support the growth of plants. We will need those items for this ship.

Once you have located the items, set them in in what you see fit.

You should have a box of what you are trying to make.


If you need to make the compartment bigger, do it now.

Now to add the internal features...


Add corners, and place the Seed Launchers so they fire diagonally.

Now you will need an item to collect any created fruit...


Mount a Tractor so it can collect any ripened resources.

It will also help collect resources outside of the ship, too.


If you want to keep collecting the resources, you will need a lot of storage.

Get a lot of those storage units. Also, they're free, so place as many as you want!


Satisfied with the interior? Good; now it is time to build the exterior hull of the ship...




You will need a lot of hull pieces for that design, so here's the finished exterior.

Part of the ship is cropped out in that image, but you can see how massive it is!


Now for the thrusters!

Now your ship can move at a substandard speed.

Name the ship now if you like. You should. When done, you should have something like this:

And that's the basics of making a ship from scratch. Equip a factory if you want, you can can build a large fleet from a simple contained garden for your conquering pleasure.

Ship Building Tips
  • Symmetry will help in your ship's movement, but it's not required to be fully symmetric.
  • You can place up to 2000 items on a single ship. That's the hard block limit. You can go over this limit, and even remove it altogether if you know where and how to edit the game's cvars.txt.
  • If symmetry is not a concern, but balance is, there is an arrow which indicates direction and the center of mass.
  • Symmetry and mass almost never concern a station.
  • Create a small "sub-ship" with the Command Module inside to create an Escape Pod in case things get really rough.
  • Bee hull pieces come in two colors, both having different masses and health as well. They can be mixed to create an appealing design.
  • Enemies will aim for the Command Module directly, ignoring most weapons on the ship. The position of your Command Module can mean the difference between survival and a sudden death.
  • Weapons' fire doesn't collide with any functioning ship of the same faction as the one that fired it, including the ship that fired it. Don't be afraid to shoot your allies to attack an enemy behind them. This also means you can make barrier ships.
The Agents

What Are Agents?

Agents are rare enemy fleets that wander the galaxy. They can actively destroy any station in their path, and will attack you on sight.

Agent fleets are made by other players. Using a wormhole without changing worlds will "publish" your fleet for other players to encounter and battle.

Agents are the "Boss Fights" of Reassembly, where you fight a formidable alien fleet, and can build a boss fleet that can travel through a wormhole to fight other players.

Leader Agents are marked by a red triangle and being near one lets you hear strange clicking sounds originating from it. Destroying the Leader Agent will award you with a large C bonus, and lots of R.

Take extreme caution. Every time you use a wormhole, the game will select agents in extreme bias that can eradicate your fleet easily, if not effortlessly.

Dealing With Agents

Agents are extremely dangerous. Not only that, but agents can effortlessly deatroy any station that is in their path. Even if you make ten heavily-armed 8000P stations in one area, an agent of less than 2000P with only six ships can destroy all of them without taking any damage. An agent can spot you from as far as halfway through the galaxy, and once spotted, will follow and hunt you down persistently. It is impossible to escape an Agent once it has detected you.

When fighting Agents, kill every ship that is in the fleet, not just the leader. If a ship with a factory survives, it's likely the ship will repopulate the agent fleet to unstoppable levels. Also, if you die a lot against an agent fleet, you're only making it worse by feeding their factories R, making them much stronger. There's no specific strategy against agents, because they can take on any form. Some sinister Agent fleets of Farmer or Tinkrell origin can produce their own R independently, and can multiply if not dealt with immediately.

Don't think you're safe if you just defeated an agent fleet. The destruction of an Agent will immediately aggro another agent on the map to hunt you down.
Faction Strategies
This section will cover tips and strategies when playing each Faction. Don't be afraid to post comments with anything else I can add.


General/Multi-Faction Strategies
  • Start off by collecting nearby seeds to earn R. Once you accumulate enough C, upgrade yourself and start fighting enemies in sectors near your base.
  • When wounded, flee to a safe area. You'll regenerate lost parts over time.
  • When you die, you will lose some Credits and all R you have been holding.
  • Terran, Farmer, and Tinkrell ships can loot weapons and other parts from enemy corpses. You may notice your fleet getting stronger this way when you see varying colors on a friendly ship.
  • If you are resouceful enough, kill Farmers for their seed launchers. If they're still useful, fleet members may loot the launchers, and they may use it to make gardens!
  • It takes 38500C to max out your P from 300P



Terran
  • The Factory is expensive to use due to a 100P cost, but once you upgrade your P enough, it wouldn't matter anymore. Remember to have R when building new ships!
  • When you just got the game, you'll only be able to use this faction. Kill enemies of at least 1000P to unlock their affilated faction.
  • The Crystalline and Sentinel races are very strong. Don't fight them unless you have a sizable fleet or weapon array.
  • Take advantage of any active farms created by Farmers. You can earn lots of R fast.
  • Keep an eye on your energy. If your weapons consume more energy than what is being regenerated, invest in more generators, or discard extra weapons.
  • Thrusters work in only one direction. If you want to steer or stop, place thrusters all around your ship.
  • Drones can really harass enemy fleets. Have enough of them, and even heavily armored foes will suffer.
  • Your allies can loot weapons from slain enemies. If you really want your fleet to get weapons, keep most of an enemy ship intact when destroying it.

Farmer
  • With the ability to produce resource-producing plants, you should invest in seed planters early on to maximize credit gain.
  • Solar Arrays are extremely useful for laid-back earning of C. They are also very cheap, so you can quickly produce your own R, and store a lot of it for when you sell it to your stations.
  • Refer to the Building 101 section of this guide to build a self-contained garden ship.
  • Unobtainium Struts can also be used as improvised armor, being both cheap and compact.
  • Crop farms will eventually decay completely regardless of the number of generations. Plant new seeds to start a new cycle. If you're lucky, the decaying plants may launch brand new seeds that must quickly be planted to begin a new cycle.
  • Don't leave your home sector until you have accumulated a substanial amount of Credits and Resources. You won't know what lies beyond your faction's borders of control.
  • You have a variety of weapons at your disposal. Don't be afraid to experiment.
  • Farmers can make their own "asteroids" if none are present for their farms.

Red
  • When you start playing as the Red, you will experience a tremendous spike in difficulty. Only experienced or expert players should play as this faction.
  • You start off being very weak, so don't fight enemies until you get enough upgrades.
  • Focus on gathering and selling resources.
  • The Farmers can be a wealthy source of R. Track them down, and get their crops.
  • The center of the galaxy is a no-man's-land for the Red. If you want to conquer that area, bring a massive fleet.
  • Agents will massacre you.
  • You have access to weak hull pieces that can't be scaled. This can cause enemies to blow off big chunks when you're making large ships.
  • Even if you have an 8000P ship, the Sentinels' Guardian ships can nuke you to oblivion.
  • This faction prefers quantity over quality. A single large ship is no better than fifty smaller ships.

Tinkrell
  • Buy the large solar array IMMEDIATELY as you start. Place a large number on your ship, and watch the R literally build up inside!
  • With the solar array strategy, you should wait until you have all your upgrades before venturing into hostile territory.
  • Agents are a major threat. Don't try fighting them unless you have a sizable fleet and arsenal.
  • The Tinkrell have only one weapon, but it can be upgraded to have increased range, damage, and fire rate. This allows you to customize your ship's weapons.
  • Rocket Drones are unreliable and aren't really worth the P. Your ship doesn't need them, but some ships in you fleet might find them useful.
  • Tinkrell cannons fire in only one direction. You will need to turn your entire ship to aim.

Crystalline
  • It may be hard to get to the center of your galaxy, but playing as this race reverses the deal. Your home is AT the center, and you're surrounded by powerful and hostile enemy ships.
  • You have a lot of powerful allies. Stay near them to stay alive while you're still weak.
  • Antimatter Missile cost no energy to use. These are your main priority when starting out.
  • Crystallines have only two weapon choices: Plasma Condensers or Missiles. That's your only arsenal, but it can be frightening when you use enough of them.
  • Don't fight agents with drones. They will harass you to death.
  • Power Conduits are your only means of additional R storage. If you want to produce 8000P ships with a factory, you'll be sacrificing a lot of firepower.

Bee
  • You have a powerful ship to start with, but the strongest weapons on it are spinal. Your ship also has its P limit reached. Don't modify until you have upgraded your P limit.
  • Some buildings have a specialized Command Module that slowly produces R over time. These bigger modules can be modified as portable resource producers, reducing the need to farm.
  • Agents are far more maneuverable than you. Don't face them unless you want to suffer many deaths.
  • This faction has beam-mounted drones that deal high damage to individual targets. Though expensive, they are much easier to control than spinal beam weapons.
  • With enough Quantum Doom Beams, you will have enough strength to instantly cut through asteroids!
  • The Bees have a very limited arsenal. Drones are your only long-range weapons, and Doom Beams are very short-range.

Sentinel
  • You start off with 1198P. Your starting ship has reached the P limit, so upgrade P before doing major modifications.
  • Set your Gauss Cannons to Autofire Ripple. They hit enemies better that way.
  • Use missiles early on due to low energy use and cheapness. As you get stronger, you can add bigger guns such as Annihilators and even a Factory!
  • Seek out Farmer gardens. You can earn lots of R and C by hijacking them.
  • Save up for those superweapons! Once you get them, built a fleet of nuke ships and massacre some agents!
55 Comments
EEEEEEE 7 Mar, 2022 @ 1:14am 
you set the child you want to spawn to a outpost as you would with any normal ship
Le Paulones 28 Nov, 2020 @ 3:43pm 
How do I build outposts using the factory?
KarlDraigo 15 Apr, 2020 @ 5:34am 
My favorite strategy is to go the 'Von Neumann' route and to just replicate myself as much as possible, with a bunch of somewhat cheap ships

Then I commence wave attacks where we just hope there is enough of us to overwhelm the enemy

God I love Von Nuemann Ships
Tarr 23 Mar, 2020 @ 10:36am 
amazingly written, but what about the op af armor spikes from the sentinels? Those things are the true destroyer, being able to ram straight through stations and asteroids!
cruster 15 Jan, 2020 @ 8:18am 
Brilliant write-up! - very helpful. Thanks for taking the time to put that together
Sharck Nel 14 Mar, 2019 @ 7:50am 
Thyriel, I play the farmer faction a lot and I think he just means stations made out of the blocks that can carry plants.
Godzilla fan for life 19 Jan, 2019 @ 4:39pm 
How do you swap command modules if the faction has different types
NimrodX 30 Jun, 2018 @ 11:03pm 
Good summary
Thyriel 28 Jun, 2018 @ 12:01am 
"Farmers can make their own "asteroids" if none are present for their farms."

How do you make these ? I tried spawning just blocks but as the command module can't be removed they suck in the produced R instantly
buckets 3 Mar, 2018 @ 7:50pm 
how do i claim land/those little blocks on the map?