Rafs' Custom Blocks and Skins :)

Rafs

Director-General of GreenTech
Apr 4, 2019
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GreenTech Basic Blocks Pack 3

Quick update -
fixed collider issue in the largest round block.

Basic Blocks 3.png

This is a pack that adds larger curved blocks to GreenTech, as a preparation for the upcoming greenhouse set of metal-framed glass blocks, which also has large curves and domes, as well as walls (the blocks will be light but averagely strong, it's made of highly resistant glass).
These blocks add more options for larger GT builds as well as coverings for terra wheels for example. Oh, and there is also a large upcoming pack of very large leaf blocks that fit those curves. Enjoy!

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Rafs

Director-General of GreenTech
Apr 4, 2019
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GreenTech Greenhouse Blocks

Update november 1st -
Downgraded some blocks, optimized some colliders.

Greenhouse Blocks.png

A set of transparent building blocks!

These are not just decorative neither fragile, they have very low mass for their sizes but high health, like a chassis block, however they only have APs on the borders. They also have "rock" defense type, making them highly resistant to bullet and laser, neutral to explosion and weak to impact and plasma, almost like an armouring; and are immune to fire (flamethrowers).
So you can't place anything on them like you would with a basic block full of APs, but they are excellent covering for internal stuff, and lets you see those stuff; that's excellent for a crafting base (you would still need to leave a gap to click on fabricators and such).
The glass doesn't look so pretty and shiny in fast graphics, but it's decent; uses same material as the tube conveyors.

I'm happy to finally provide a much request feature for the game (windows, glass, etc), and I believe the grey metal of the frame should make it neutral enough to go well with most corps. Hope you all like it and make beautiful builds with it!

Cute tech snap by my friend @Helios
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Rafs

Director-General of GreenTech
Apr 4, 2019
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GreenTech Basic Blocks Pack 4

Large Leaf Blocks.png

A pack containing many leaf blocks adapted for the new large curves and domes, as well as many of the new greenhouse blocks.
There's also an inner triple corner for normal leaf blocks, and an edge leaf block with an extra AP on the side.

That might be one of the last basic blocks pack, the inventory is already filled with those and the whole collection should give enoughfreedom for builders to make very cool techs, specially large and very large builds.

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Rafs

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


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

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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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Thundercraft

Reliable Scrapper
Jan 3, 2018
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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.
Personally, I prefer not having a vanilla terminal such as the GSO Terminal cluttered with lots and lots of modded blocks. I think it would be nicer to have modded stuff mostly available through it's own, special terminal.

Couldn't you have it so that the GT Terminal is available through the GSO Terminal, but everything else would only be available through the GT Terminal? I mean... I get that some players might not like that, but I'm sure other players would appreciate the change.

Or... Would such a thing only be possible after the devs provide better custom corp support?
 
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Bedacoalmaster

I draw TT models for fun
Feb 5, 2019
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Ben & jerry's ice cream tub
Currently there is no way to separate a block from one of the pre-existing corporations in game, wether thats by payload terminal, fabricator/scrapper or the inventory. At least not yet. Thats why all the custom blocks made here fall under one vanilla corporation, in GT's case, GSO. Payload are working on custom corporations for Steam Workshop blocks and the people behind unofficial mods (mainly Aceba1) are trying to give the option to make 'unofficial modded corporations' so hopefully soon we can separate modded 'corporations' from the vanilla ones into their own tab. This can allow for completely dedicated fabricators, scrappers and terminals, although making any of those is a challenge in itself.

TLDR: We are waiting for Dev mod support to make 'unofficial custom corps'.
 
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Zazi

Well-Known Member
Jul 18, 2020
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wait what about what payload studios just did with their official payload corporation mod, it added a sectioned off menu on the special blocks menu that just brought up that mods blocks
 
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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.
 

Zazi

Well-Known Member
Jul 18, 2020
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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.
oh i was just saying that might be a good framework not to separate it from gso but to add a subsection to gso for greentech
 

Rafs

Director-General of GreenTech
Apr 4, 2019
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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
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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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