Rafs' Custom Blocks and Skins :)

Rafs

Director-General of GreenTech
Apr 4, 2019
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GreenTech Beam Anchor

GT_Beam_Anchor_Icon.png

A compact anchor with a projected beam that clings to the terrain, bonding the Tech with it like a strong cord of light.

This is pretty much a smaller sky anchor with a shorter beam, anchors up to 20 blocks from the ground and has a stronger pull. Better suited for ground techs thatdon't want to fiddle with normal anchors or the sometimes too big sky anchor, and low hovering techs.
Very practical and quite often suggested for the Vanilla game. Enjoy it :)

 

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Rafs

Director-General of GreenTech
Apr 4, 2019
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GreenTech Fixed Anchor, Wireless Charger and Anchored Solar Panel

Update August 11th - Visual changes to the anchor.
Anchor Solar Charger.png

A design inspired by nature, this solar panel not only generates energy very efficiently, it also makes bases and techs look a little more lush.

A wireless charger of mid-long range and average transfer rate, easily stackable.

An anchor of expandable fibron, capable of quickly deploying a long and durable wooden pillar.



A pack containing three new blocks :)

The anchored solar panel has a large footprint but produces 1000 energy/s, the same amount of space occupied by it with GSO Solar Panels would produce 975. It has APs only at the base, the cells around the base are free for placing other blocks, and has no anchor itself.

The wireless charger has same charge rate of a GSO Charger, with 10 blocks longer range (between it and Geocorp), and easily stackable with APs on top and bottom.

The fixed anchor main feature is being tall and thin, and rather cheap.

https://gyazo.com/c584331c9177da8989c0047b95a50ab4
https://gyazo.com/fdcd38b6cb5ee9e701d9a7bc4b99ddcf

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Rafs

Director-General of GreenTech
Apr 4, 2019
484
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GreenTech Oliver Green Cab

Update August 8th - Can now be charged by wireless chargers.
GT_Oliver_Green_Cab_Icon.png
A cab shaped after Oliver Greenbelt's head, director of the permanent board for Sustainable Energies at GreenTech, and a fierce enthusiast of direct exposure to sunlight.

Sometime ago I felt like trying to make a NPC head cab, and now it's finally done. We don't have missions or anything yet but as an alternate cab with its own gimmicks I think it was worth it.
It has 1500 energy capacity (Ranger Cab has 2000) and generates 4 solar energy per second (Ranger does 5), but lacks mobility, self healing and night spotlight. So this cab is like a portable solar power cell, and can passively sustain one large bubble or a couple small ones on average.
Hope you all like it!


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"Hello there young chap, I'm glad you came to our meeting. I am Oliver Green, director of the board for Sustainable Energies at GreenTech, and I am here to introduce you to sustainable prospecting."


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"Oh, I'm late for my tea, good luck on your journey young fella! Here I go hohoho!"
 

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Rafs

Director-General of GreenTech
Apr 4, 2019
484
3,191
505
30
GeoCorp Industrial Hub

GC_Industrial_Hub_Icon.png


A very special Tech modulator that focuses all available systems on mining, close range combat and survivability.

The main modifications are increased contact weapons damage, no damaged block fall-off, lower shield drain, and faster and cheaper repair; with almost no systems left to support projectile weapons functioning.
The Industrial Hub also boosts range for many collection and attraction related blocks, making it quite useful for crafting bases.



This is primarily a Buff Block (install buff mod at TTMM!) for making melee more viable, with more focus on defense than offense, as melee techs suffer a lot even when doing cool things like ramming into other techs, the chances of a drill falling off are high.
Normally the lack of range becomes a risky business so most people start using big cannons and missiles when these are available, never again bothering with the clunkyness of melee. But I think I can change that :)

The list of buffs are:

+50% Melee DPS (drill, saw, hammer)
+50% Drill and Hammer Impact Damage multiplier
+100% Repair Speed
-50% Repairing Drain
-50% Shield Hit Drain
+50% Pickup Range
+All Blocks 0 Fragility (no random fall-off)
Projectiles: negative velocity when shoot, increased random spray, 1 hour burst cooldown, no seeking (most will blow up in barrel)
Laser, Plasma, Flamethrower and Shotguns unaffected

This means that projectile weapons are to be avoided, while laser, plasma, flamethrower and shotguns can be used freely with the benefit of the defensive buffs (which means a relatively safe medium-range playstyle), while close combat melee techs can go all-in as berserkers, may lose bits but it's improbable if you stack healing bubbles, combat should end quickly with the high drill DPS; hammers which have the highest point DPS in the game become devastating.

The civilian usage of the pickup range buff must not be ignored either. Apart from easier mining, the GeoCorp SCU benefits a lot from the multiplied range, and it should be easier for receivers to reach your collectors when unloading chunks at a base.

I hope this block brings a lot of fun and maybe even a refreshed campaign playthrough, with melee being relevant for much longer in the game.
 

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Rafs

Director-General of GreenTech
Apr 4, 2019
484
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505
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GreenTech Payload Terminal
[and Textures update!]


Update November 1st - Fixed incorrect ID (remove it from snaps before replacing the block!).

GT_Terminal_Icon.png


A Payload Terminal connected with the vast GreenTech eco-market.

The GreenTech Payload terminal is finally here!
And with it, all textures in the main GreenTech skin are (hopefully) complete, with this addition of the terminal screen and a few other for future projects (heh heh heh).

The Terminal is a bit redundant for the time being, as the corp itself is located under GSO, so both the GSO Terminal and the GT Terminal will sell both kinds of blocks. But it's a important addition nonetheless, whenever we get better custom corp support it will be a key block to have.

Remember to replace the GT Textures folder with the new one, or the terminal screen will look odd.
Enjoy!

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Rafs

Director-General of GreenTech
Apr 4, 2019
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I am very aware of everything Payload and other modders does, all the time. Official custom corps lacks support for anything not very basic blocks, and you don't have XP progression or terminals or fabrication support, nothing.

So GreenTech will stay in GSO and I will move it out only when I am sure it won't hurt campaign playability in any way.
 

Rafs

Director-General of GreenTech
Apr 4, 2019
484
3,191
505
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Sorry this is not possible with our current tools.

I would love to do everything on my reach to raise my mods quality, and I am aware of inventory cluttering issue. I guess the good thing is that I won't need to release any more large packs of blocks, I am pretty much done with basic blocks :)
 
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Rafs

Director-General of GreenTech
Apr 4, 2019
484
3,191
505
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GreenTech Atlas Mobile SCU

Update October 24th - Improvements in particle playing, new icon, LEDs now work better (attach to Tech and re-attach to see it; minor vanilla bug). Also slightly slower startup.

ATTENTION: Requires Particle Manager mod at TTMM, by FLSoz.


GT_Atlas_Mobile_SCU_Icon.png


A large mobile SCU with a range equivalent to its anchored counterparts. The lack of anchor requires tight packing of event horizon stability equipment, making it quite heavy; a burden not every Tech can carry around so easily.

Today is my birthday but you get the gift!

This mobile SCU has hawkeye range, making it currently the highest range mobile SCU available! It has a specialparticle effect that does not stop too, it's there to make it look larger and a bit more cool. It is large enough to pick up my largest GreenTech blocks, including the Terra Wheel which no other SCU can pick up.
The only downside is that it does not pick up from Block Collectors when in the same Tech, so you gotta use either.

Have fun!

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Rafs

Director-General of GreenTech
Apr 4, 2019
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GeoCorp Depot Silo

Update November 3rd - Fixed icon.
GC_Depot_Silo_Icon.png

The Depot Silo features very high storage capacity, also coming with a large anchor and plenty of APs for crafting connections.


This block is a rework of an old model I made, which became the GC Big Base Silo released alongside gwlegion.
The new model has anchor, animated crafting antenna, better working APs, one block taller than before, and has the same capacity of 160 chunks.
This new block is under a new ID so it won't replace the old one, in case anyone still has it.
 

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Rafs

Director-General of GreenTech
Apr 4, 2019
484
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505
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GreenTech Rotating Anchor

Update August 11th - Visual changes to the anchor.

GT_Rotating_Anchor_Icon.png
A large rotative anchor supported by a tall pillar of expanded composite wood, not so fast turning but quite strong.

For the Greentech rotating anchor I wanted something with a size more proportional to the defensive turrets I usually make on campaign. All vanilla anchors feel too small, and the HE Watchtower is very large (besides being an AI), so I made something in between.

It connects easily with streamlined GT blocks as well as the recent junctions, so you can make defensive turrets with many branches to hold weapons and other stuff. Enjoy!

GT_turret.pngGT_turret_2.pngGT_turret_3.png
 

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Rafs

Director-General of GreenTech
Apr 4, 2019
484
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505
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GreenTech 'Deep Dive' Alt Skin

Update June 21th - Tweaks to some details.

DeepDive.png

I decided to make an alt skin for GT, just to freshen things up, a new visual for people to experiment with, a bit more dark and less colorful. Goes well with anything painted Hawkeye, and even better with Black Labs skin on hawkeye blocks.

How to install:

1. Backup your GT_Textures folder, moving it anywhere outside of Custom Blocks Folder.
2. Download and unzip GT_Textures_2 into Custom Blocks folder.

There you go, you switched the default GTskin for that other one, manually.
Sadly there is no support for painting tool as of now, so you can only use either skin at a time.

Hope you all like it!
 

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Rafs

Director-General of GreenTech
Apr 4, 2019
484
3,191
505
30
GreenTech Attractor and Repulsor Magnets

GT Magnets.png


A powerful magnet with limited collection arc for precision when collecting debris.

This device provides clearance when roaming through debris, instantly repelling loose blocks in a wide arc in front of it.


Even though GT has a very efficient Block Collector, I decided to make those after having some fun experimenting with magnets, specially when testing negative strength values (ended up with a cool repulsion mechanic, I had to use it in a block).


These two blocks have different strategic use.
The repulsor goes well at the front of a tech, specially a melee one, so that any detached enemy parts will be quickly pushed away, clearing the path for your weapons.
The attractor goes well next to an SCU, specially an SCU right under the edge of the magnet as blocks will always end up there then fall for the SCU to pick up, it all happens quite efficiently. The directional nature of that magnet reduces things getting stuck because they won't come from all random directions, only within a 150° arc from the tip of it.

The attractor has similar stats of a GC magnet within its arc, while the repulsor has shorter reach but much faster response and very strong.
Enjoy!

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Rafs

Director-General of GreenTech
Apr 4, 2019
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Nope, no time for that.

With an automatic converter tool I could consider, or maybe with official sponsorship.

...So I guess probably never.
 
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Rafs

Director-General of GreenTech
Apr 4, 2019
484
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GreenTech Mobile Refinery

GT_Refinery_Icon.png
A zero waste and highly modular mobile refinery that transforms raw resources into refined ones.

A project started by @isqltychips, thanks buddy :)
This refinery is a heavier alternative to the VEN Mobile Refinery with more APs and health, and supporting any possible block rotation.
 

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