Update november 1st - Downgraded some blocks, optimized some colliders.
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!
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.
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.
Update November 1st - Fixed incorrect ID (remove it from snaps before replacing the block!).
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!
Update November 1st - Fixed incorrect ID (remove it from snaps before replacing the block!).
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.
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.
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
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.
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.
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.
I might have promised I wouldn't make more building block packs to not make the inventory even larger to scroll around. However...
After someone suggest a Steamroller for GeoCorp with left and right fork/supports, I had an inspiration of making some kind of extender exclusively to support trasher wheels. Then the idea expanded like crazy and I ended up with all these variations of junctions between curves that create a ton of possibilities when building with curved parts and other round blocks such as husk wheel variants, turrets and thrusters.
Previously, when making large streamlined areas around your tech you would end up with little possibilities of placing blocks there because of the lack of APs, transforming techs into fat pills where useful exterior blocks were all clumped on the small flat areas. No more, now you can extend branching parts out of those areas, creating new nodes and spacing things out a bit.
I am providing some examples below but there is so much more for you to try!
GreenTech Rotating Anchor 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!
A wheel with strong attraction to the terrain, preventing Tech destabilization and unwanted flights.
The coils around the wheel acts as a powerful electrostatic generator, creating an effect akin to hovering but negative. Can be managed by hover control systems.
A wheel that doesn't let you go too far from the ground (up to a certain force, they're pretty strong though), using a suction hover that most of the time is under the terrain but when you start to leave the ground the hover will get above it and immediately pull you down.
The suspension is pretty high, with strong carrying capacity and torque, but the max speed is below average for its size, with very average turning. Compared to the Discovery Wheel, this is the strength over speed counterpart.
Hover control system can be used to double the strength of the pulling "ground lock" to make it even harder to leave the terrain, or you can weaken or deactivate it.
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 itanywhere 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.
The missiles fired by this launcher lack any homing, but the sheer firepower quickly turns the battlefield into craters and dust.
SK Rockets use an innovative concept of replacing the useless fancy navigation systems with even more explosives.
Happy new year! Hope everyone have a wonderful 2021
My first block this year is an evolution of the GSO Rocket Launcher, firing "dumbfire" missiles but on a much larger scale. Each rocket has a destructive power roughly between a seeker and a cruise missile, with the full swarm dealing 6500DPS, more than most vanilla weapons.
It can easily miss in many situations, even against a stationary target in case you don't aim well while doing the usual evasive maneuvers, you won't hit a thing without a little of correction on your side, the farther away the worse it becomes. Against moving targets the best to do is trying to hit where the enemy will be.
The cooldown between bursts is considerable too, it blows up like other missile weapons, and it is quite expensive.
So I can say this is a brute force weapon that might require some skill to use effectively, certainly more than pressing space and waiting for stuff to happen. I hope you all have fun with it, landing all rockets in a burst feels quite rewarding
This weapon was done as a gift to my friend @Skihiley who always encourages me to keep going and often gives me cool block ideas
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.