Forums TAC Pack Mod (Block Pack) [0.5.3] ~ Bath Before the Hurricane

Madnessinabottle

Active Member
Dec 23, 2020
1
1
41
Thank for this mod, it's awesome. I was wondering if it would be possible to get the walker legs at smaller sizes? I'm a big fan of micro builds and drone armies.
 
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fd46

Well-Known Member
Mar 17, 2020
6
5
110
this is one is my favourite mods since you added the walker legs but the "spider" ones are making the build really floppy i think it could be fixed but idk how anyone has an idea how to fix it?
 

skitter145

Well-Known Member
Jun 23, 2020
13
0
203
não adiantou a atualização continua bugado não aparece só os mods TAC_ os outros esta normal
 

Turtledudeman

duck duck goose
Mar 28, 2021
66
7
110
nowhere
www.google.com
I like the tech legs i read about. The tech legs work perfect the spider crawler legs are ok but the stringer work perfect they even have a jump effect nice!
 
Last edited:

Legionite

taking a break from TAC Pack
May 20, 2017
2,332
3,891
575
[TAC HQ R&D]
forum.terratechgame.com
Minor Update 0.5.1
"The Unpopping" is Ready!


Major Optimizations: Now TAC vessels handle far more lighter on frame rate!
20210402193501_1.jpg
(The vessel on the left is vanilla with hoverbug, which gets 17 frames on a moderate gaming rig)
(The vessel on the right is nearly all TAC-only, which gets
29 frames on a moderate gaming rig!)
(Now building with the Starship Engines saves performance over the traditional hoverbug)

AIs have been changed to fire better when in combat, and they can now use normal boosters - in other words the TAC AI modules now work slightly closer to as intended (requires Buffblocks to apply this)
Changes:
+ The Shield and Repair bubbles have been fixed to work the the current version of TerraTech
+ Many changes to weapon damage - check some of the weapons you previously thought were weak - They might be good now
+ More models have been updated to reflect the look of TAC, and generally bring out the polygons better - this includes
Turbulence, Pivelite, Trundle, Light Praetorian, Reliegh Cannons, Cross-Beam Cannons, Ancestor, and others under the hood
Screenshot 2021-04-07 141305.png
+ Several collider fixes
+ capital-class turrets shouldn't kill ears anymore

+ Buffed Ancestor Heavy-Repeating Carbine projectile speed (95 -> 135), damage (40 -> 65) and accuraccy (0.25 -> 0.12) and nerfed kickback (30.0 -> 50.0)
+ Buffed Meteor Laser Turret damage (75 -> 150) and accuraccy (0.15 -> 0.075)
+ Buffed Kiyashima Turret damage (1000 -> 1225)
+ Tweaked Ethereal Lance to deal 125 energy damage every 3 seconds, now much more threatening
+ KRAM ICBM was given some movement under the water
+ Fixed Draccor Missile shield bypass issue

-/+ Energy Pulse Modulator System Beam Gun renamed and overhauled to Halberd Toothpaste Laser
Now has a shorter range, and a smaller explosion, but handles like an actual toothpaste laser now

- LARGE nerf to Dreadnaught Laser cannon, now identical stats to the Battleship Laser but with 30 more damage per shot
This was due to the devastating effects of the doubled firerate and the AP effect stacking far more damage than expected
- The EPMC bubble has been nerfed to reasonable levels



New blocks!
584470 + Tempest Jet Engine (1,1,3) //Smol jet engine like the turb but Zero Prop-sized for ease of use
584385 + Left Short Flexi Wing (2,2,3) //Left Shorter Flexi
584386 + Right Short Flexi Wing (2,2,3) //Right Shorter Flexi
584387 + Tiny Neutralis Wing (1,2,2) //tiny Neutralis


20210407135400_1.jpg
(TAC HQ replica, not to scale)

------------------------------------------------------------
!! WARNING !!
1 AP has been removed from the Trundle wheel!
Check all your builds with the wheel!

------------------------------------------------------------

[>TAC Pack 0.5.1 Download Link<](Dropbox)
Edit: It now works


Any bugs, Techs you'd like to share? Post them below!
Next update will bring some naval-themed parts to TAC, stay tuned!
 
Last edited:

fortifier2119

Well-Known Member
Apr 17, 2021
10
3
105
Happy Halloween!

Version 0.5 "Base and Space Update" is Out!
+ BASES! 100% nomad base system capable of running un-anchored. Recipes will no longer keep you out of a fight!
+ The HUGE Zephyrus Antigravity bubble which works perfectly in combination with the Garnigho Spaceship Engine.
(currently the Zephyrus' drain on volume is 0.325 energy per sec, please let me know if that should be changed - Better Future's ECO is 0.30 for reference)
+ The modular wings are FIXED! They no longer have control issues and will handle correctly now.
View attachment 35133

+ Pacemaker that slightly buffs everything but makes all blocks slightly more prone to falling off (Requires Buff blocks TTMM Mod)
+ Some TAC missiles work underwater now, -excluding the ICBM because it's too powerful
+ Revised Compressors for consistency and new Active Intakes!
+ Diagonal turrets! HUGE armor-melting laser cannons!
+ Smol battery and high-density but DANGER battery!
+ A Cab that transforms into a little adorable mini-jet
+ Repair bees now do what they do best!
+ Shield that blocks explosives! <- WARNING: May be rebalanced!
+ More overhauled visuals!
+ More detailing blocks!
View attachment 35164

Have a Space Battleship Amaterasu (64 blocks long) for an example of a Garnigho-Antigrav ship:
View attachment 35132
+ Less laggy, and thus, better performing compared to a comparably-sized hoverbug ship, thanks to greatly reduced hover particles.

- A similarly sized ship using vanilla blocks would be around 8,000,000 BB
This is 30,000,000 BB!

- WATCH THAT FUEL BAR - once it hits zero you will be sitting there for quite the time.

(misc tech for base example)
View attachment 35162
(Starter Tech)
View attachment 35163


[>TAC Pack 0.5 Download Link<]
(Dropbox)

Any bugs, Techs you'd like to share? Post them below!
NEXT update will add new parts with water mod compatibility.
How do I use shields for 0.5.1?
 

fortifier2119

Well-Known Member
Apr 17, 2021
10
3
105
If you subscribed to the one on Steam Workshop, that one is updated separately from this one as Steam Modding is far behind forums modding.

To install I highly advise you join the Official TerraTech Discord for instructions on how to install TTMM.
I have it all set up, I just can't access the TAC shields.
 

Legionite

taking a break from TAC Pack
May 20, 2017
2,332
3,891
575
[TAC HQ R&D]
forum.terratechgame.com
I have it all set up, I just can't access the TAC shields.
Check the below linked post - has the fixed shields
Minor Update 0.5.1
"The Unpopping" is Ready!


Major Optimizations: Now TAC vessels handle far more lighter on frame rate!
View attachment 35872
(The vessel on the left is vanilla with hoverbug, which gets 17 frames on a moderate gaming rig)
(The vessel on the right is nearly all TAC-only, which gets 29 frames on a moderate gaming rig!)
(Now building with the Starship Engines saves performance over the traditional hoverbug)

AIs have been changed to fire better when in combat, and they can now use normal boosters - in other words the TAC AI modules now work slightly closer to as intended (requires Buffblocks to apply this)
Changes:
+ The Shield and Repair bubbles have been fixed to work the the current version of TerraTech
+ Many changes to weapon damage - check some of the weapons you previously thought were weak - They might be good now
+ More models have been updated to reflect the look of TAC, and generally bring out the polygons better - this includes
Turbulence, Pivelite, Trundle, Light Praetorian, Reliegh Cannons, Cross-Beam Cannons, Ancestor, and others under the hood
View attachment 35875
+ Several collider fixes
+ capital-class turrets shouldn't kill ears anymore

+ Buffed Ancestor Heavy-Repeating Carbine projectile speed (95 -> 135), damage (40 -> 65) and accuraccy (0.25 -> 0.12) and nerfed kickback (30.0 -> 50.0)
+ Buffed Meteor Laser Turret damage (75 -> 150) and accuraccy (0.15 -> 0.075)
+ Buffed Kiyashima Turret damage (1000 -> 1225)
+ Tweaked Ethereal Lance to deal 125 energy damage every 3 seconds, now much more threatening
+ KRAM ICBM was given some movement under the water
+ Fixed Draccor Missile shield bypass issue

-/+ Energy Pulse Modulator System Beam Gun renamed and overhauled to Halberd Toothpaste Laser
Now has a shorter range, and a smaller explosion, but handles like an actual toothpaste laser now

- LARGE nerf to Dreadnaught Laser cannon, now identical stats to the Battleship Laser but with 30 more damage per shot
This was due to the devastating effects of the doubled firerate and the AP effect stacking far more damage than expected
- The EPMC bubble has been nerfed to reasonable levels


New blocks!
584470 + Tempest Jet Engine (1,1,3) //Smol jet engine like the turb but Zero Prop-sized for ease of use
584385 + Left Short Flexi Wing (2,2,3) //Left Shorter Flexi
584386 + Right Short Flexi Wing (2,2,3) //Right Shorter Flexi
584387 + Tiny Neutralis Wing (1,2,2) //tiny Neutralis

View attachment 35874
(TAC HQ replica, not to scale)

------------------------------------------------------------
!! WARNING !!
1 AP has been removed from the Trundle wheel!
Check all your builds with the wheel!
------------------------------------------------------------


[>TAC Pack 0.5.1 Download Link<](Dropbox)
Edit: It now works


Any bugs, Techs you'd like to share? Post them below!
Next update will bring some naval-themed parts to TAC, stay tuned!
 

Legionite

taking a break from TAC Pack
May 20, 2017
2,332
3,891
575
[TAC HQ R&D]
forum.terratechgame.com
TAC Pack Version 0.5.3
Bath Before the Hurricane

TrundlerRM3.png

ANNOUNCEMENT:
With the advent of NuterraSteam, the TAC Pack will continue to be developed on Forums as the Unofficial Block Injector still and always
serves as a powerful development platform.
The workflow will remain the same until the final shift to Steam:
Testbench >>> Unofficial >>> Steam

Model overhauls for:
Positivity Supercharger, Long Tom Positron, AIM-ALL, Pancake Battery, Waffle Battery
All Shields now have a broadcasting effect

Significant Changes:
>>>The existing bulkhead doors will be moving to special soon<<<
- a duplicate that's cheaper and not indestructible will be in it's place.
Cleanup of some errors and reduced unused textures in the Block Injector - loading time should be reduced
+++ Added support for RandomAdditions
- When RandomAdditions is installed:
Most TAC armored blocks lose their armor typing and become standard, but:
Bendpoints and some others become invulnerable to damage caused by explosions (not the typing, the AoE) only
all Normal TAC blocks greatly reduce incoming damage caused by explosions (not the typing, the AoE) as originally intended
This throws TAC into that special position where TAC is used against powerful enemies while also becoming prone to weakness
against normal enemies.

? Some Jumbo Jet wings (TAC's wings) now have updated desc showing that they need at least 80 MPH top speed to upkeep their lift.

+/- All "lasers" have been renamed to Shock Cannons or Dense Energy Cannons to better represent their projectile type.
+/- Other weapons have been renamed appropriately.

+++ The Repair Bee Commando has been retrieved from the water and is now water-proofed
The Repair Bee Commando is back in the block menu!

++ HUGE BUFFS to walker leg health pools as they weren't edited at all from testing to release
They are still slower than normal wheels and do not feature wall sticking (look to the smaller walker legs in the future)
Changed Stalker Spikes Health from untested default value 7500 to 52,500
Changed Stringer Legs Health from untested default value 7500 to 42,500

++ Fixes to shotgun damage handling - a powerful vanilla shotgun alpha-strike will no longer eradicate a TAC tech in one go
Previously almost all TAC blocks blocked nothing and allowed damage to be applied straight through
Now:
All armor slabs entirely block shotgun blasts
Additionally, normal TAC blocks also block shotgun blasts by 0.9 (vs the typical 0.8), making them effective again, the rings get a damage resistance bonus.
Surface-mounted turrets that extend beneath the hull also entirely block shotgun blasts from getting inside
Bendpoints and internal components remain incapable of blocking any shotgun penetration whatsoever

+ Buffed Speedomatic Tank Tracks
They now are less likely to stall
Overload slowdown force changed from 85000 to 45000

+ Overhaul to Mark 8 Wheels
They now come with a built-in hover controller
Adjusted hover vectors to allow proper control at max strength - now they should operate like intended
Hover-based wall sticking has been buffed and tuned to climb 90 degree inclines like intended
Hover effects mounted to wheel properly

(The Patch Notes posted separately below continue the list of all the changes made)

// New blocks
584296 + Mark 8 Wheel (fenderless) (2,1,1) //Basic hover car wheel
584350 + Long Angle Slab (3,1,2) //to cover up that one hole that now exists in the trundle
584352 + Vernier Adjustment Thruster (2,1,2) //Strong, sideways one-directional fuel thruster


------------------------------------------------------------
!! WARNING !!
A BLOCK HAS BEEN ADDED TO THE SIZE OF THE LONG TOM POSITRON! (lower clipping area with the large copper bump)
CHECK FOR MISSING BLOCKS!

------------------------------------------------------------

[>TAC Pack 0.5.3 Download Link<](Dropbox)

Due to requests and navigation convenience, all future Techs and suggestions can be posted at:
[Techs and Requests Thread]
Next update will bring some naval-themed parts to TAC (and better AI), stay tuned!
 
Last edited:

Legionite

taking a break from TAC Pack
May 20, 2017
2,332
3,891
575
[TAC HQ R&D]
forum.terratechgame.com
+ Overhaul to Argentavis Interceptor Rifle - should now actually stop projectiles
Remaned to Argentavis EPMS Interceptor Rifle
It remains a power-free defense measure as it still messes with allied shots.
It now fires for appox. 1.75 seconds and then reloads for 8, and the inaccuracy was increased to cover more trailing projectiles.
Unlike other types of defense, this active defense can be used to stop shield-bypassing projectiles, but far less likely compared to interception of normal projectiles.

+ Buff to Retroburner Shotgun, should now be far more forceful and gain some viability late-game.
Changed damage per-hit from 4 to 10
Changed launch force duration from 3.0 to 2.6 seconds
Changed launch force strength per-hit from 250 to 400
Changed launch force spread from 2.0 to 5.0
Changed maximum range from 20 to 24

+ Buff to Ethereal Lancer Shotgun to make it more suitable for lategame, huge given phasing (stacks fast - can kill cabs with little to no resistance)
Aiming range is still heavily restricted
Changed damage per-hit from 125 to 150
Changed maximum range from 30 to 42

+ Overhaul to all Capital Class Laser Turrets
Renamed to Shock Cannons appropriately
Using the Meteor Turret as a basis:
Halved Armor Penentration effect
Changed Cooldown from 4.2 to 1.95
Lowered Damage per hit
Added burst stagger fire effect to increase combat efficiency (and make it more asthetic to the source material)
Overall, DPS should have improved and be on par with Meteor Turret (but deal more against layered armor)

+/- Overhaul to Long Tom Positron
Renamed to Shock Cannon appropriately
Fixed Crash issue on Fantastic Graphics
Using the Capital Class Laser Turret overhaul as a basis:
Changed contact damage per-hit from 4500 to 2000
Changed Cooldown from 1.5 to 1.95
Changed Projectile Velocity from 150 to 200
Changed vertical Aim range from 45 to 75
Fix to Long Tom Positron's powerful piercing effect
Reduced contact Armor Penetration effect from 1.0 to 0.75
Aiming Pivot has changed to make power supplies look more feasible
Added three more APs to the back bottom

+/- Overhaul to Positivity Supercharger
Renamed to P.S. Tractor Beam since it works like intended now
Consistency has been changed to be consistent per-frame (may have a slight performance impact)
As a result:
Should no longer break when a fire-rate increasing buffblock is placed upon it
Targets should be pulled along FAR more realistically
It deals less damage from ground collisions but should also be less lethal when used for allied purposes (yes it works on allies)

+/- Overhaul to Torque Gyro
Renamed to Torque Single-Axis Gyro
Added resistive forces to the Torque Gyro to give it a more realistic torque effect and reduce wobble.
It's remains weaker than the BF passive all-axis.
Increased stability on the Torque Gyro. This makes it react slower but stronger, far more suitable now for larger designs.


Changes:
++ Tremendous buffs all-round for Extruder Gun
+ Buffed Spark and Extruder maximum firerate
+ Visual improvements to all TAC boosters
+ Fix to Toothpaste Laser Crash issue on Fantastic Graphics
+ Fix to Theta and Donut Block colliders
+ Fix to Center Of Mass of new Angular wings
+ Fix to Possession Steriopticon grabbing effects
+ Fix to missing AP on Zephyrus Antigrav
+ Fixed some more typos
+ Velocity buff to Extruder Gun: Was 80, now 115
+ Velocity buff to Dreadnaught Laser to match others: Was 175, now 200
+ Changed Extruder Gun from explosive to armor typing to increase viability as a small tech weapon
+ Changed Cross-Beam Turret from shield to armor typing to increase viability
+ Reduced explosions from all intakes as the overhead makes them painful enough
+ Fixed colliders on Pivelite Auto Cannon

+ Fixed some model shapes and coloring flaws

+/- Halved projectile count of Pivelite but kept the DPS the same
+/- Changed Light Praetorian Turret to fire faster but deal the same DPS
+/- Fixed messed up stats of the TAC Manager (confused the file with a future upcoming corp's "overdrive")
+/- All current TAC AIs are now AI Cores - Reliant on TACtical AI [TTMM Mod] to function

- Changed Reilegh Turret from armor to shield typing to make it high-risk, high-reward
- Greatly lowered Halberd Toothpaste Laser DPS
- Made Trundles slippery like they were supposed to be