Fusion Blocks

WhitePaw2002

Aceba1
Jan 7, 2016
1,040
2,428
525
18
North-east America
github.com
Will populate with gifs soon, but here's one of them

fusionblock.png

Fusion Blocks
You, uhh, push them together, and they fuse. The one above turns in to a GSO one block.
But the real value of these are, they can merge techs!
As long as the techs are facing the same direction, and the block halves are oriented properly, just push them together and they should merge together. Just like that.

Mod is out on TTMM for whoever wants it, blocks located in Accessories ;)
 

stickman_king_28

Mass effect is fun.
Dec 12, 2018
938
1,239
500
In heck
Requires:
Proxima dark x10
fibron x1000
other resources both refined and unrefined x200
for one half a one block
big brain
 

Crunkadunk

Member
Oct 20, 2019
2
2
9
This would be great if it could also detach again. The game really needs a way for techs to be able to detach and then reconnect later. Id love to have a big helicopter to airlift my tank around with, where I can just land on top of it, line up the "coupler", connect, and fly away with it underneath.
 

Zonko

Well-Known Member
Sep 20, 2019
206
150
240
Yeah, there's everything. A bolt that links and unlinks, a plate that vanishes and welds everything togehter, and one that tunrs into a cube.
All the good stuff.
 

TheyCallMeAmi

Well-Known Member
May 23, 2018
3
0
403
20
Hey, is there a bug report section for this mod somewhere? There's a thing I'd like to report not working as intended and would be very neat if it was fixed.
 

TheyCallMeAmi

Well-Known Member
May 23, 2018
3
0
403
20
Hi, sorry for the late reply! I saw that you made both this mod and the control blocks mod, the one that adds pistons and such (this is at least what TTMM says), I thought you might be able to fix an issue between these two.

Whenever a fusion block (The one I'm using specifically for this is the "FixedJoin MTMag", but tested all of them and still not working properly) is placed on an extended part (pistons, swivels, etc.) and I try to connect it with another tech, the tech I'm driving is teleported to the origin of the joint on the other.

Basically what I'm trying to do is that I'm trying to fuse a ground tech with a hover tech (so I can move it easier as I'm using it for mining and the hover mech as a "base" basically), using 4 pistons connected to eachother so they extend to the ground, and then just drive the ground tech into the extended part with the fusion part on it, but when I do that the smaller ground tech is teleported up to where the joint would've been if the pistons weren't extended, and then just falls down to the ground again since it doesn't connect to anything.

I was just hoping to see if you could make them play more nicely with eachother so this works properly. :)