Rafs' Custom Blocks and Skins :)

Rafs

Director-General of GreenTech
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Biome Resource Blocks, Mobile Fabricator and Receiver


GT Crafting Blocks.png

In this small pack we have these mixed resource blocks, the mobile fabricator and a very large receiver.

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The Receiving Hub is a 4x4x1 block with high range (more than the BF Receiver) and high capacity. It's a good block for large bases.

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The Biome Resource Blocks comes in 6 variants of refined resource chunks:
  • Grasslands 1 _____ 15 Fibron + 5 Rubber
  • Grasslands 2 _____ 10 Erudite + 10 Luxite
  • Rocky Ridge ______ 10 Plumbite + 10 Titanite
  • Desert ____________ 10 Ignite + 10 Oleite
  • Mountains ________ 10 Rodite + 10 Luxite
  • Salt Flats __________ 10 Celestite + 10 Carbite
The first one follows the average rate of fibron to rubber from trees. Other resource blocks follow 50/50 rates.
Luxite appears in Grasslands 2 and Mountains firstly because theres 11 resources so something would need to repeat, and secondly because it's common in those biomes so you'll always be encountering some of these. Same goes for plumbite and titanite, it's more of a overworld resource chunk than just Rocky Ridge, it's just more common there.

These mixed resource blocks were made for mobile bricking of resources.
The idea is that with mixed resource blocks you only need 6 Mobile Fabricators to handle all chunks in the game, and if any excess resource is clogging your silos you can find the combining variant to finish the bricking very close by, within the same biome.

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The mobile fabricator comes as an important piece in this mechanic, that's the main reason it is mobile.
For now it will craft GT and GSO blocks due to unofficial modding constraints, soon I'll have it on Steam Workshop within the official tool' GreenTech custom corp. The fabricator is a step in that direction, of course, every corp needs to have their own.

I used the gso fabricator for the animations and it was quite a challenge but I like the final result a lot, check it out! :)

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Hope you all enjoy those blocks, until the next time!
 

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Lord_Greyscale

Well-Known Member
Jul 19, 2018
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How do we get this on TTMM steam?
Right now? you don't.

Raf would need to convert the mod for Nuterra Steam, which is it's own ordeal.
(and that assumes he isn't using any of the bits of Nuterra "unofficial" that aren't present in the steam variant)
 

noahicloud

Well-Known Member
Feb 22, 2020
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Right now? you don't.

Raf would need to convert the mod for Nuterra Steam, which is it's own ordeal.
(and that assumes he isn't using any of the bits of Nuterra "unofficial" that aren't present in the steam variant)
and RAF don't make custom block for ttmm steam
 

Rafs

Director-General of GreenTech
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All tools related to that process are being intensely polished by code modders.
Rest assured that I'll start the conversion process when I am sure it can be done smoothly, always thinking on the player experience, specially how well GT integrates on campaign progression.

I wouldn't move GT from Unofficial to NuterraSteam if that took away any existing feature related to campaign availability and processing of blocks.

Recently custom corps blocks got a special fabricator, that might make a scrapper possible too, we can already buy blocks on stations or get them from crates, so I believe this core campaign experience will flow well with GT on NuterraSteam.
Custom corps still don't have support for custom skins painting, but I bet soon we'll have that too, another reason for me to make that port. Code mods will also migrate, enabling special features in my blocks to work in the NuterraSteam version of them as well.
And GT enemies on campaign are still far away but I look out eagerly for that day :) as well as missions.

I really want it all available on Steam, easy access for everyone, and if the devs like it we can make it a pack for consoles, who knows? I trust my content quality with all the sweat and passion that goes in it, and I want everyone to be able to enjoy it :3 heheheh
 

Rafs

Director-General of GreenTech
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GreenTech Mobile All-Block Scrapper

Update August 30th - Fixed collider issue on chunk output.
GT_Scrapper_Icon.png

A scrapper that can scrap any block, on the move.

Following public pressure for a better resolution to the galactic trash problem, the Corporations joined with GreenTech to create this complex mobile recycling machine. Environment cleaning operations are now switfly returning many worlds to their natural state, and in a very lucrative way.



I always wanted a way of chewing on enemies as you move about, and in my head that would be the perfect block for Space Junkers.
But GreenTech also has a very valid lore reason to have such block, and by doing so we won't have to wait for it any longer. By the power of modding, the future is now!

It pairs well with the mobile fabricator and the biome resource blocks, and you can sell the components for a quick buck.
You will never again be forced to stop in place and click a thousand times to scrap the 999 GSO One Blocks and other trash cluttering the inventory; scrap these blocks right as they are catched from the enemy!
Just be careful not to scrap anything you would want to use or which you just bought from a terminal, that's the only downside to this playstyle. Build Mode will deactivate it temporarily.

Have some more views, I had a lot of modeling work done for this block, specially in regards to adapting it to another scrapper animation :3

GTScrapperViews.png
 

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Lord_Greyscale

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Jul 19, 2018
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Now all that remains, for true mobile crafting, is the Mobile Component Factory.

Allso, I still find it strange that Venture's Fabricator isn't Mobile.


EDIT: allso, minor bug with the Mobile All-Block Scrapper:
Resources and components are not being pushed out properly, both without pacemaker and with pacemaker set to "turbo".
(I have not tested with a pacemaker set to "slow", as that will simply take ages upon ages to do anything at all)
This results in, first, clogging. (the chunks getting stuck in that little windowed area) then in a (briefly) flying tech, as the clog begins extreme vibration.
Then usually the clog explosively un-clogs (tossing resources everywhere) and the tech falls back to the ground and breaks something. (often the scrapper)


I suspect, but cannot confirm as I'm not a modder, that this is occurring due to the vertical and horizontal offset of the conveyor port from the chunk extruder port. (and possibly due to the glass wall, but really that's just making the problem worse, not outright causing it)
 
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Rafs

Director-General of GreenTech
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GeoCorp Deep Core Miner

GC_Deep_Core_Miner_Icon.png

Specialized deep drilling autominer that extracts plumbite and titanite ore from the bedrock, in any terrain.

My friend Aceba made an autominer for GeoCorp long before the vanilla one existed. With the vanilla release, which worked very similarly, his block felt a bit obsolete, so I asked him if I could remake it with some visual changes and a new functionality, and he said yes :) (mine is on a different ID so you can still have both)

This is not a regular autominer, it does not work on seams.
It does, however, produce raw plumbite and titanite ores anywhere and indefinitely, as long as it is anchored on the ground.
The time between chunk releases is 28 with a 50/50 chance of being either type. The time was calculated from the average selling price of refined plumbite and titanite (27 and 30 rounded down to 28); same logic of 1฿฿/sec I applied to the Biodomes.

This ties up my endeavor of providing chunk producers of resources naturally only available on surface mining or scrapping, which are fibron, rubber, luxite, plumbite and titanite. Hope you all like it :)

Animation gif:

GCMiners.png
 

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Rafs

Director-General of GreenTech
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GreenTech Tornado Hover

GT_Tornado_Hover_Icon.png

An odd creation of the weather research department, the Tornado Hover creates a rotating collumn of air to generate propulsion above the ground. A sophisticated ion-pressure modulator can be activated to create even more powerful funneled winds, flinging debris around and ripping trees and Techs apart.

The trasher wheel now has a flying mobility/weapon counterpart which spells disaster to anything below your Tech.
With this block you will be able of riding a tornado into battle, leaving a trail of destruction spread all over the battlefield as techs are destroyed and the blocks flung around.
This 8x8x2 hover has a flying height between the Stratos and the GC/HE hovers, high carrying capacity, and a bit of gimbal. The damage is spread in a large area around wherever the tornado touches, about 8000DPS from a ring of invisible lasers.

This is a hover, not a propeller, even though it makes propeller noises it still acts exactly like a hover would, and the visible damaging tornado is summoned pressing Spacebar.
It also summons invisible knockback-only explosions at the tip of the tornado, if you hover too low your Tech may flash red as if it was being damaged but it's harmless. I suggest not flying below default height as the visible tornado will clip through your Tech (but 2x hover power is alright, it has high range).

Demonstrational gif:
https://gyazo.com/5cee0bc444850a8dd9a05a91ed7ef664

TornadoTech.pngTornadoTech2.pngTornadoTech3.png
 

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Rafs

Director-General of GreenTech
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Reticule Research Screw Wheel

RR_Screw_Wheel_Icon.png

A pair of massive, sturdy screws with very high grip and capable of tearing and drilling resources. Albeit slow and hard to maneuver, it can strafe.


Another community favorite that has been in my todo list for a long while, the Screw Wheel. Partnering with my good friend and modder Dan K, we modeled this wheel and then I made the json for it to work.

Stats:
  • It has 6000 HP, Armour typing, 16 mass, 6 blocks length with 2 APs, and a ground clearing similar to the front balloon wheel, quite close to the other RR wheels.
  • Costs around 7000BB, at RR grade 3.
  • Not much suspension travel, can turn a tiny bit, 50MPH, very high torque, high carry capacity and high wheel grip.
  • Screws deal 500 contact DPS with a 5x impact multiplier for a deadly ramming.

As a strafing wheel it has some very minor issues from the base code of strafing itself that I cannot fix.
The wheel turns the tech better when oriented like a front/back roller, for some reason it turns very poorly when placed on the tech sides, even though as an omniwheel it should turn perfectly well in any orientation. And it has the same screw spin rotation for drilling forward or backward, but for rolling movement it rotates like a normal wheel.

I hope you all enjoy it, and I hope this satisfies the community which has been asking for a screw wheel for so long and rightfully deserves it, I did my best to make it fun and balanced to honour that, no stats thrown around at random. And you can trust me to rebalance it if needed, I listen and act on constructive player feedback.

ScrewTech1.pngScrewTech2.pngScrewTech3.png
 

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Rafs

Director-General of GreenTech
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Reticule Research Crab Engine
RR_Crab_Engine_Icon.png
This odd device called Crab Engine can cause an electrostatic shift in the Tech wheels' friction, causing it to bizarrely move sideways. The strafing shift can also affect tracks and skids.


A Buff Block that adds strafing to any wheel, and also improves the vanilla mecanum wheel strafing acceleration.
It's a heavy 422 block with a hefty price, but totally worth it if you have a large unwieldy land tech and want some more maneuverability.
You can also build techs with wheels and tank tracks facing front/back of the Tech, since they're now omniwheels. However they might not turn the Tech so well because of how the game handles wheels with front/back orientation, it doesn't rotate them as much as it should.

Requires TTMM mods BuffBlocks and ParticleManager.

 

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Rafs

Director-General of GreenTech
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GreenTech GTX-3090 Propeller

GT_Hovercraft_Fan_Icon.png

Bi-directional propeller initially designed for large hovercrafts but proved quite versatile and easy to stack.

Very powerful prop, though the large size may make it difficult to get the center of thrust aligned with the Tech CoM.
Recommended for larger Techs of any kind, such as ground hovercrafts, cars, airships, VTOL aircrafts or even giant planes.
It is not vectored but can be adapted with a BF Motion Engine.

GTXTech1.pngGTXTech2.pngGTXTech3.png
 

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Rafs

Director-General of GreenTech
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Hawkeye Tanker Engine
HE_Tanker_Engine_Icon.png
Top notch military engine designed to greatly improve the performance of tank tracks. This specialized engine will adapt other kinds of wheels into tracks by locking their rotation, while also buffing them.

This is probably the last wheel related buff block I release, and it's a generalist wheel buff block. By generalist I mean a close approximation of the combination of the effects of Thor and Dragster engine, it's a lot of buffs all around.
However, it locks wheel rotation, which has no effect on tank tracks but will have effect on regular wheels, making it harder to turn depending on the Tech. A wide tech will turn easier than a long one considering the tank track rotation logic.
The speed increase can go from 10 to 30mph depending on the wheels used, it's a very effective buff :)

It does not stack in a noticeable way with the Thor and Dragster Engines due to the buffs being almost the same, except for the buff to fuel efficiency which only Dragster has.

It's a solid addition and should make tanks more fun to play with and drive; this block is 322, should fit easily in regular and large tanks. Enjoy!

Requires TTMM mod BuffBlocks.

TankerTech2.pngTankerTech1.png
 

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