Rafs' Custom Blocks and Skins :)

Rafs

Director-General of GreenTech
Apr 4, 2019
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3,065
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GreenTech Holographic Sun Projector

Update October 24th - Sun particle now only plays when attached to a Tech.

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

GT_Holographic_Sun_Projector_Icon.png


An holographic representation of the Sun which creates a powerful light, capable of iluminating the entire surroundings of a tech as if it was daytime.
The low-radiation light created by the hologram cannot power solar panels.


This is the ultimate light generation block, it is not intense however to the point of hurting the eyes, the catch here is the range of the projected light, which is enormous.
The light effect itself will only turn on at night, while the animated sun will always stay there, 200m(blocks) above the projector, as well as a cosmetic spotlight effect on top of the projector; I could not find ways of hiding those during the day, unfortunately.
The best use for that light is on your own tech, using it in bases or other techs does not mean you will be able to see it from far, as the distance for loading techs and their effects is not that high even on highest graphics settings.

Hope you all like this block, and if Ifind a way of polishing it more, I will certainly do it. Have fun!

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Rafs

Director-General of GreenTech
Apr 4, 2019
456
3,065
505
29
Better Future Compact FPV Cab [overhaul]

Update October 6th -
Added passive gyro, more stable.


BF_FPV_Cab_Icon.png


A nice small BF cab, featuring a built in camera that you can look through.
Right click and drag to look and Cycle views with R (and backwards with Shift held down).


This was a custom block made by WhitePaw and AstraTheDragon, long ago. I liked the concept and felt like reworking it a bit using the stuff we have nowadays for modding (it was very limited back then).
The primary function is the first person view camera, just put the cab down, switch to it, or add it to your tech, and follow the instructions up there. It has a reasonably neat interior, just enough to feel a bit more immersive, but still with a very wide opening for looking around.
It's super stable for driving with a very low center of mass, the wheels are very good and responsive too, with top speed about 30mph. The laser guns do around 100 DPS, decent for its size and better than other small cabs.
WhitePaw also contributed again in this one, giving final touches :) Thank you!
 

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Rafs

Director-General of GreenTech
Apr 4, 2019
456
3,065
505
29
GreenTech Forestkeeper AI Module

Update August 8th - Can now be charged by wireless chargers.

GT_Forestkeeper_AI_Module_Icon.png
The Forestkeeper is a repurposed Ranger Cab where the control systems are fully automated for extensive patrols, with a mounted Spore Launcher that will seek and neutralize any forest intruders.


The main AI Module of GreenTech, with stats similar to the Ranger Cab in most of the features they share (mobile solar, battery, self-healing), with the difference of being AI and having a weaker form of the Spore Launcher, with 200 DPS rather than 600.
Adding it to the tech contributes most in the additional energy capacity and small energy generation, the placement can be more exposed if the tech is very small to make use of the spores, otherwise it should be buried deep-in next to the cab.
Enjoy!
 

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Rafs

Director-General of GreenTech
Apr 4, 2019
456
3,065
505
29
GreenTech Thermosphere Mortar

[Update the Block Injector for it to work!]
[Credits to Aceba1 for the projectile DPS module <3]


GT_Thermosphere_Mortar_Icon.png


The small spheres launched by this weapon have special thermomagnetic coils that guide it to sources of electromagnetism, sticking to metallic surfaces and melting them.
When the readings fade, they deactivate, doing no harm to detached blocks or the environment.

These orbs are prototypes from one of the many Terraforming Technology projects developed by GreenTech, alongside satellite companies and startups; which ended up as a ranger enforcement device.


A GT Grade 1 weapon that is an hybrid of several other weapons; has the homing of a mortar/spore launcher, goes through shields and sticks to enemy blocks like a stick bomb, but only does contact damage, like a drill. So it's like a ranged drill.
The DPS per sphere is 120, each lasting 6 seconds after sticking, 1 shot every 2 seconds, so the maximum dps would be around 360 per mortar if you hit all spheres all the time.
They spread a bit too, and they stop doing damage if the block falls off; therefore for most enemies they would disassemble them progressively until a fatal blow happens to the cab, leaving most blocks safe for scavenging.
I felt it's a very balanced weapon and better suited for a bit of hit and run tactics, in that matter it would do well on the bottom of a plane with continuous flybys.
The rather small DPS can be countered by decent healing, so keep an eye on that and don't use this weapon alone if you can pack a punch with something else. Pair it up with the Water Cannon, Sound Cannon and Electrosphere Mortar to always ignore shields!

Lastly, because of a technical issue the damaging of rocks and trees was disabled.
Have fun!

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Rafs

Director-General of GreenTech
Apr 4, 2019
456
3,065
505
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GreenTech Cryogenic Beam
GT_Cryogenic_Beam_Icon.png
Fires a potent stream of near 0 Kelvin ice crystals.
Some surfaces will freeze so fast they'll crack and break immediately, some will get more and more brittle until collapsing.

This technology was responsible for much of Earth's glaciers recovery in recent years, with hundreds of massive Cryo Tankers replenishing ice caps all over the world.


That's a very simple weapon, a re-skinned flamethrower with higher range and DPS, keeping the main feature that is ignoring shields.
The overall size, shape and footprint is comparable to an HG1 Cannon, requiring some space around it for the turret to rotate, while the barrel goes up/down.
It does not slow techs or anything, this is not possible with the current coding limitations. Still quite enjoyable as a big endgame weapon, hope you all like it :)

Thanks everyone for the kind words regarding my mods and block models, I am very happy with my growth as modder and amateur 3D Modeler Artist.
Also thanks @CrimsonCrips for the Nitro gift on Discord, I appreciate the support and recognition.


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Rafs

Director-General of GreenTech
Apr 4, 2019
456
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I tried to place reworked Component Storage blocks but crafting is broken in workshop/official mods, I'll wait for a fix. For other basic construction blocks I'll start soon. But even that is still quite unstable, specially ID issues that pop out in people's games.
 

S-2K [US]

Well-Known Member
Nov 19, 2018
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rafs, ever since you made your first suggestion here, i've considered you to be an intelligent forumgoer, and when you started posting blocks, i saw that you are at least as good at designing and balancing blocks as the devs themselves. also can we have some of your blocks on the workshop please?
I'm afraid that at the moment, a vast majority of Raf's blocks are incompatible with the current official modding tools. Other than the relative recentness of mod support being added to the Steam Workshop, there's a reason why few block mods exist for it.
Edit: Looks like I replied at the exact same time as Rafs, whoops.
 

Rafs

Director-General of GreenTech
Apr 4, 2019
456
3,065
505
29
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
456
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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
456
3,065
505
29
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
456
3,065
505
29
GreenTech Stacker & Double Decker Silos

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

GT Silos.png


A tall mixed silo with a second layer of APs, enabling more connections than a regular silo.


The GT Silos follow a bit of the box collector design as they have as much capacity as it can fit inside, but they also have a second layer of crafting connection APs, transforming it into a hub for many processes. Unlike other silos, it lacks an anchor, and works better for compact mobile techs to centralize operations such as refinement, fuel separation and selling, skipping conveyors altogether.
It has animated fabrication activation antennaes too!

Hope you all enjoy it in your harvester techs or crafting bases! ;)

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Rafs

Director-General of GreenTech
Apr 4, 2019
456
3,065
505
29
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
456
3,065
505
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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
456
3,065
505
29
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
456
3,065
505
29
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
456
3,065
505
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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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