Lemon Kingdom Blocks

Potato

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#1

Instructions:
  1. Choose then download one or all of the folders in the dropbox link
  2. Download LK_tex_1, LK_tex_2 and LK_tex_3. For tank tracks, download LK_tex_tracks in addition to the first three.
  3. Make sure that the folder structure in your directory is the same as the Dropbox's as this will be my standard folder structure on all blocks.
2018-02-03---TT_Insignias2.png

Greetings, fellow Citrizens and travellers! I am proud to announce that the Lemon Kingdom has now achieved the next step in its technological advancement! We now have custom blocks at our disposal! Rejoice, brother-knights! Forthrightly we have toiled unto victory!

All hail the Lemon Kingdom! Citrus Vult!




Alright, hammy introduction done. That aside, as the one who've made the LK blocks, I'll be using this to place my thoughts on the faction's design and how I have made each block.


This thread is for the LK mod blocks ONLY: block suggestions are welcome, but anything not suggestions are to be posted in TT Discord.
 
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Potato

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#2
Corp Description:

"An army with a nation led by their king. These knights wield powerful weapons and heavy armor: the culmination of countless wars waged to enforce order amidst the chaos. Citizen-soldiers chanting their holy scriptures as they march right into enemy defenses. They ride upon massive, hard-wearing vehicles carrying siege weapons capable of vaporizing cities while carrying the equipment to rebuild that city to their liking.
When welcomed, they are builders of civilization - roads, governance and security for the enslaved and downtrodden. But when angered, they are the heralds of death. Tempt not their blade, for their crusade does not end."
The Lemon Kingdom is an interplanetary superpower from a far-flung area of space - less a corporation and more a country, an interplanetary kingdom. Its history of both being invader and invaded forged it to become a highly militarized order of knights, where military duty to the kingdom is both the norm and a rite of passage, where guns are open-carried as a social status and where the government is run like a military operation. Everyone is a fighter in this kingdom, even the royalty.​


General Design Overview:

The majority of my design choices are based on LK as a community. Over the years of me being in this group, I've been observing their behavior and mannerism, coming to a few conclusions:
  1. LK loves large, heavily armed Techs
  2. LK has heavy medieval/renaissance inspirations (because LK employs knights and have a monarchical government),
  3. LK was a uniting force back in its heyday - it held many community events and enforced the rules of the forum.
  4. LK is deceptively advanced for what they are. They pioneered the use of multi-techs and artillery Techs.
  5. LK is highly religious as well (worship of nature, lemons are most sacred, etc)
  6. LK is a militaristic society, as most LK denizens fight in Sumo and/or have contributed their Techs during conflict.
  7. LK loves lemons.
Having consolidated these observations, I began to work on the general design.

I've collected references from websites to create my own "pegs" or mood board. The one below is a cleaned up version of what I have (because I don't have a mood board per se, I just have a bunch of pictures in a folder)


moodboard.png

The references suggest blocks that are very tough, very blocky, and very heavy-looking (and they are). Angular shapes mixed with Roman and medieval architecture, rugged mechanical parts, and the inclusion of lemon shapes where possible. This is the Lemon way.


Game Design and Differentiation from other Corps:

With the aforementioned details above, I've also made a short list of what LK's role is in the "Corp ecosystem". This is mainly to ensure that its blocks don't overlap with other blocks:
  • They're the end-game faction. Their blocks are intentionally expensive, acting as "money/resource sinks". Players who have a few hundred Erudite resource blocks can trade them for a few nuclear cannons or tougher blocks in return.

  • They're the "Landship" faction. This is a playstyle I like to play in TT where you have a large Tech, a "Landship", that does everything for you: fighting, building and traveling. Your "Landship" is your home, your base and your fighting vehicle. This means that LK will have the blocks catering to large Techs: large wheels, large blocks, large shields, etc.

  • They're the faction carrying the biggest guns: There's a significant player population who want bigger weapons. Since this also plays into LK's preference, this is an easy role to fill.
Comparisons with other Corps:
  • GSO has a bloated bureaucracy and its equipment is run-down. LK is old with a governmental bureaucracy, but is brutally efficient and its blocks are well-maintained and well-designed despite the age.

  • GeoCorp is geared for mining and large vehicles. LK is generally the same, but using its large Techs as devastating siege platforms instead of mining rigs.

  • Venture is a sports Corp that sells adventuring gear - most blocks are light, all-terrain and geared for good terrain handling. LK blocks are heavy, bulky, and while its wheels and treads handle terrain well, they're very slow.

  • Hawkeye is a private military corporation - modern day mercenaries for hire. LK is an actual army controlled by the government and funded by its citizens, much like real-life armies.

  • Better Future is a Corp that sells blocks that are expensive for what they do. LK blocks are absurdly expensive, but what they do is worth the price.
 
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Potato

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#3
Aesthetic Choices:

In general, I designed LK to look as cool as possible without doing a lot of effort. Exposed parts, hard edges and a lot of cool shapes. Here's a more technical explanation:
  1. Ease of construction: Hard angles require little in the way of block transition and consistency compared to "softer" corps like Better Future and Venture.

  2. Visual Conveyance: The shapes used on all blocks convey Order, Stability and Might. Large, bold shapes composed of squares, triangles and hexagons are a decent way to show this to the player without verbally telling them. Adding medieval shapes such as ramparts and roman arches will also convey its somewhat archaic nature, which is juxtaposed by...

  3. Mechanical Cool: Exposed mechanical parts look cool in general and also great at conveying LK's engineering expertise without telling the player outright.

  4. Religion: Lemon iconography hammers home LK's religious bent, much like a knight wore the cross on his helmet and tunic, LK places lemon shapes where it can to show its devotion to the "Holy fruit"

Gameplay mechanics:

To further differentiate LK from the rest of the corporations, it needs behave differently in the game.

  1. Size and Weight as a Resource: Because LK's blocks are generally large and heavy, size and weight are more important compared to other corps. You can only fit so much in a 64x64x64 space and carry a set amount of weight without being impractical.

  2. Swing and Parry: I generally designed most LK weapons to have a high burst damage. But as time went, I realized that this can be used to add a tactical layer in combat: You now have to carefully aim to maximize your damage, and to count your shots. If you miss, you now have to ensure that your Tech can survive while it reloads, or you have complimentary weapons.

Visual Cues:

One good effect that goes with putting cool mechanical parts is that I can place visual cues on blocks to tell what they are. Here's a bunch I've done so far:
  1. Revolver Cylinders and Ammunition Drums: These are reserved for burst-firing weapons such as the Baroness, Esquire and Dawnbringer. To squeeze as much firepower in a short time, "autoloaders" are needed. But they need a long time to reload to compensate.

  2. Muzzle Brakes: These are usually on guns with high recoil. They look cool, that's about it.

  3. Copper Pipes: Anything that has some form of copper pipes create or use power such as the Iron Rind Projector, Lemon-Aid Projector and the Lemon Ion Generator.

  4. Chrome Pipes and Engines: Anything with chrome valves or engine parts on them are wheel blocks.
 
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Sozin

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#6
I see your Arch of Titus and Pantheon.

28772340-9D29-45ED-A787-47D2E4A336E2.jpeg
Might I suggest adding something that uses a decorative column (or altar)? Perhaps as a charger.

In addition, having two different armor types, with different visual characteristics could offer more diversity in detailing.

In keeping with the medieval theme, having catapults/bows might be a fun thing, but molding them into the game might be difficult.

Articulated swords/lances for melee might be a fun addition, if incongruous

having some siege artillery in the form of Ottoman cannons might be something interesting to do as well.
 

Potato

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#7
I see your Arch of Titus and Pantheon.

View attachment 30841
Might I suggest adding something that uses a decorative column (or altar)? Perhaps as a charger.

In addition, having two different armor types, with different visual characteristics could offer more diversity in detailing.

In keeping with the medieval theme, having catapults/bows might be a fun thing, but molding them into the game might be difficult.

Articulated swords/lances for melee might be a fun addition, if incongruous

having some siege artillery in the form of Ottoman cannons might be something interesting to do as well.

All good ideas. I'll take note of all of them and see if I can integrate your ideas
 

xenomicgaming

i love terratech and waste my life playing it
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#8
You should add a Bigger Bertha Cannon to the Lemon Kingdom corp. Like the GSO Big Bertha Cannon, but bigger. a lot bigger.
 

eddie

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#10
Are you going to release your mods here? Always like the moving fortress kind of builds, build limit is too small for these bad boys.
 

Potato

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#11
Are you going to release your mods here? Always like the moving fortress kind of builds, build limit is too small for these bad boys.
Yes. The Dropbox link's right there on the first post, in all caps and in bright yellow font lol
 
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Potato

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#12
LK Dawnbreaker Nuclear Shotgun is out!




LK Dawnbreaker Nuclear Shotgun

The idea came from @Shidoni - this was initially a highly inaccurate Knightfall cannon with triple the fire rate but will explode violently. I changed it to a shotgun because LK doesn't have close-ranged weapons yet. Then @Rafs came along and said something like "Let's put bayonets under it lmao". Then I asked @WhitePaw2002 to help me out on the coding of this because before this came along, Block Injector doesn't have the functionality to make melee weapons.

This one is a bit of a community-built weapon, so thanks everyone! The Lemon Kingdom salutes thee!

This is also one of the longer builds I've done, both due to real-life shenanigans and because I've modeled this thing twice because it looked weird.

-----

This shotgun is designed to fill the role of a large close-ranged weapon. An excellent gun for brawlers. The bayonets also help with this.

True to its over-the-top nature, I wrote into its description that it uses nuclear detonations inside it to achieve its high damage, knockback and range (for a shotgun anyway).

LK_dawnbreaker_cannon_icon.png

Tech Screenshot
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