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Rules, Faction List and Faction Guidelines
Planet Name: Plutonoe
5 Factions
Global Rules
Read these THOROUGHLY before building and submitting a craft! A lot has been rejected for not fitting THE LOREā¢
- No repair bots
- No cheese
- 30k block limit (Including sub-vehicles, 10% leniency for CRAM-heavy designs and Carriers)
- No LUA
- No spinblock/subobject clipping or obvious gun barrel clipping.
Subobject clipping = blocks on a subobject that are taking up less space
or doing something that they would be unable to physically do if not on a subobject. Eg:
- A turret rotating is fine, but gun barrels merged through armor are not.
- A 3x3 set of blocks rotated 45 degrees in a 3x3 space is fine, but a 5x5 set of blocks clipped into a 5x5 space is not.
- A jet angled so that it has a diagonal straight line of propulsion out of a vehicle is fine (as the jet technically has clearance), but if the exhaust is pointing straight into blocks that normally block clearance, then it's not fine.
- Heartstones are not necessary but are encouraged
- Vehicles must be set to attack salvage so as to be able to attack player craft without AIs.
- All factions are allowed to use utility blocks: lead, rubber, glass, ERA, trusses, light blocks and surge protectors.
- Ships and tanks must be able to float (passively or with props) when they are not moving. Use PID or breadboard to achieve this.
- Minimum Vehicle Speed is 15m/s. Slow Vehicles are too easily evaded by the Player.
- Air and helium pumps are allowed, but must not be so numerous or in gaps large enough to cause obvious lag.
- APS clips must be the solid variant, not transparent (to reduce lag).
- Subvehicles must at least appear to be able to fit on their parent craft, unless it's obvious they're spawning as a squadron.
- Vehicles must be painted in Fleet colors.
- All land vehicles (including walkers) must be amphibious. Sub crawlers not allowed.
- Rubber for collision-proofing is allowed, and highly recommended.
- Vehicles must be fully functional and the outside aesthetics must be completed to the best of the author's ability when submitted; no WIP, no erratic or dysfunctional entries will be accepted.
- It is recommended not to have custom control surfaces on craft attached to tractor beams, as this can cause the physics engine to freak out.
- Vehicles must be original work. No modified craft from other campaigns.
- Munition warners must be set to be silent.
- All lights must have shadows turned off (to prevent performance issues)
- Craft can't have more than 10 small missile launcher (10x4) to prevent excessive lag, including subvehicles (Craft accepted before this rule was made will be fixed).
- Missiles must not be decorated to the point where they cause lag.
- Civilian structures must be unarmed (offices, houses, etc.).
- Craft definitions: Hovercraft =/= Airships or Hovertanks. Hovercraft are like the IRL Version and must remain in contact with the ground/water.
- High HP non-structural material such as large flywheels, steam props, drills etc can't be used as armor but can be used as intended. Duct armor (with faction-fitting materials) is permitted.
- If submitting a craft for a slot that is already filled, you must be CONFIDENT it is a better fit, i.e. fits the faction better, better suited for that difficulty, better aesthetics etc.
- Repair tentacles are limited to 1 per 10.000 materials of a vehicle's cost, with a max cap of 60.
- Vehicles with subvehicles have to be armed, so no unarmed empty shell carriers that only serve to spawn in huge number of craft.
- Missile deco is allowed and encouraged, but it must look like a functional missile (no inexplicable flying coconuts, but a missile disguised as a tree is fine.).
- No video screens or remote cameras, they cause lag.
- All structures need foundational decorations to not levitate weirdly.
Faction List and Faction Guidelines
1. Hawa Confederation [HC]
A loosely connected group of provinces, bound together by common economic and defense interests.
Lands are rich in forests, but lack more durable materials.
As such their craft have no metal and they don't use kinetic projectiles, being made out of wood, reinforced wood and appplique using HESH, HEAT, HE, Incendiary and Frag weapons.
They generally have mediocre ships, but terrifying airships.
No suicide craft (nukes APS ejectors, etc.
Painted wood aesthetic, plants on ships/airships but nothing bigger than moss for planes.
Materials: Wood, Reinforced Wood, Applique, Trusses, Lead (for buoyancy and deco only)
Weapons: Simpe weapons (no rams, drills or nukes), APS (no railguns), CRAM, Missiles. HESH, HE, Incendiary, MD/Flak and Frag only, reinforced bodies are allowed to make missiles more durable. No hardener or EMP pellets for CRAMs. No LAMS.
Aesthetics: Grey, black and white, with foliage decoration, no camo, no metallic deco except for applique and lead.
Fleet Colors:
Main: 0.37, 0.39, 0.38, 0.89, 6
Secondary: 0.05, 0.09, 0.08, 0.57, 5
Trim: 0.23, 0.24, 0.26, 0.6, 3
Detail: 0, 0, 0, 1, 0
Naming Scheme:
Derived from scientific names of plants and trees, e.g.: Silver fern: Cyathea dealbata -> Cyadea (for first craft, light cruiser) Kauri: Agathis australis -> Agaustra (for boss craft)
2. Amphitaswa Alliance [AA]
An alliance of merchants, entrepreneurs and prospectors layin claim to the resource-rich Rerisal Swamp.
Rough, unpredictable marsh terrain means they have no ships or submarines, only amphibious tanks, hovertanks and aircraft.
Faction mostly follows Command and Conquer aesthetics.
Materials: Any
Weapons: Any, tracers, PACs, plasma and lasers are green.
Aesthetics: Forest camo, greens & browns.
Fleet Colors:
Main: 0.16, 0.32, 0.0, 0.32, -3
Secondary: 0.0, 0.0, 0.0, 1, -3
Trim: 0.35, 0.21, 0.05, 0.22, -3
Detail: 0, 0, 0, 1, 0
Naming Scheme: swamp/coastline creatures.
3. Sewowal Republic [SR]
One of the world's two superpowers, with a well balanced military focusing on combined land, air and sea power; every ship, tank, submarine, satellite and all other medium to large vehicles must have at least one air subvehicle. Smaller vehicles like planes and drones spawn in squadrons.
Buildings and fortresses do not require subvehicles (although that is preferred).
Airships must appear to be lighter-than-air, so no visible jets (for lift and propulsion).
Hydrofoils must be visibly sub-surface propeller friven, no visible jets allowed.
Subvehicle Turrets (Twin Guard style) are not permitted.
Materials: Any
Weapons: Any, tracers, PACs, plasma and lasers are blue.
Aesthetics: Advanced pre-1990s aesthetic, realistic/IRL craft derived, derive inspiration from craft that were actually constructed/planned and add advanced weapons.
Fleet Colors:
Main: 0, 0, 0.25, 0.55, -3
Secondary: 0.04, 0.05, 0.05, 0.69, 0
Trim: 0.8, 0.8, 0.8, 0.8, 0
Detail: 0, 0, 1, 0.55, -3
Naming Scheme: IRL military style e.g. animals, adjectives, number designations.
4. Glacave Dominion [GD]
The other major superpower and main rival to Sewowal.
Lacking the population and resources of their main enemy to create giant warships, the Dominion favors fast, versatile craft that can take on any kind of threat.
All their craft are either amphibious or can fly, and have weapons for every occasion.
At least 3 different types of weapon per craft, unless the craft is a subvehicle or spawns as part of a squadron. The squadron members must have at least 3 different weapon types, 1 per craft.
Weapons used defensively such as flares or LAMs do not count toward the weapon count.
SciFi Aesthetic
Materials: Any
Weapons: Any, tracers, PACs, plasma and lasers are red.
Aesthetics: Black and white with arctic or digital camo.
Fleet Colors:
Main: 0.84, 0.82, 0.82, 0.8, 5
Secondary: 0.01, 0, 0, 0.7, 2
Trim: 0.03, 0.83, 0.83, 0.9, 7
Detail: 1, 0.14, 0.4, 0.8, 7
Naming Scheme: Tools or scientific conscepts (e.g. chainsaw, trimmer pr Permian.
5. Stonelight Presence [SP]
A mysterious force coming from the deep heartland of the desert continent Anaenewe. Formed from an autonomous alien terraforming probe, damaged and corrupted on landing, that has mistaken the ruins of long dead civilizations for its masters. It has manufactured mining craft, factories, temples and war machines out of exotic alloys and stone, using lasers and PACs to lay waste to intruders. Currently held at bay by both the Sewowal Republic and the Glacave Dominion.
Only uses thrustercraft, no ships.
Only faction allowed to use subvehicle turrets, aside from the GD Blowtorch.
Ancient civilization robot aesthetic, especially Mesopotamian/Egyptian/Greek/Norse, vehicles look liek creatures, building, ancient ships/boats or weird UFOs. Air galleys inspired by ancient triremes, barges and longboats.
THIS IS THE ONLY FACTION ALLOWED TO USE REPAIR BOTS. The limit is 1 per 100,000 materials of a vehicle's cost, with a max cap of 30.
Materials: Any, but exteriors must be either stone or heavy armour. Rubber for collision-proofing is allowed, and lead for ballast/deco.
Weapons: Missiles, Flamethrowers, laser, PAC, plasma, and pure railguns only. Tracers, PACs, plasma and lasers are orange or black. Rams, drills, simple lasers and shard cannons also allowed. Missile buoys can be used for detection, but not as decoys.
Aesthetics: onyx black, emerald or gold. Craft appear like buildings, creatures or statues. Subvehicles can be more abstract, e.g. looking like weapons.
Fleet Colors:
Main: 0.03, 0, 0.03, 0.99, 7
Secondary: 1, 1, 0, 0.99 ,7
Trim: 1, 0.54, 0, 0.99, 7
Detail: 0.56, 1, 0.54, 0.99, 7
Naming Scheme: Mythological characters/creatures in L33T speak.