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)
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
Update April 30th - Locked rotation on horizontal axis.
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).
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.
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.
Reticule Research Crab Engine 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.
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.
Hawkeye Tanker Engine 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!
ATTENTION: Requires RandomAdditions mod at TTMM, by Legionite. Guardian of the most valuable natural reserves in the known star systems, the Railcannon was designed to take down the mightiest pirate warships, safekeeping pristine lands from greedy prospectors.
The Magnetar projectile is an electronic device that creates a variable high voltage field, melting metals and burning other materials within range.
That's a huge 6x6x5 weapon I made for fun, and it works sort of like a throwable Nox Bubble, where you shoot a heavy spiked ball projectile with a damaging field around it.
The projectile field delivers 15,000DPS dispersed around all blocks within that field, the more blocks the more dispersed it should be. It's also a thrown projectile that does not stick, so it will probably hit a Tech once and bounce out, staying on the ground for a while; like a terrain hazard.
It also goes through shields, but it's a very avoidable projectile; it should punish larger slower techs that also happen to employ a lot of weak blocks without enough repair to cover the dispersed damage. A high heal rate tech with decently armoured blocks should be safer.
The footprint and weight of this block, as well as the 50k cost, makes it a very balanced and fun choice of weapon, wherever you manage to fit it in.
Update April 30th - Locked rotation on horizontal axis.
The Strider Hover has an unique leg-like design which raises the Tech and provides ground clearance, despite the hovering height being quite low. Also comes with impact bumpers around the hovers to protect it from eventual terrain collision.
This a terrain impact-proof hover, it has invisible unpowered wheels around its edge to absorb impacts, and the suspensions help diminishing the impact force on the tech itself.
Driving with those hovers is very smooth and speedy, and if you have a Stabilization Computer they respond very well to it when parking the Tech.
It looks like walking legs but they are not, legs are way beyond my coding skills. It's a hover mounted on a wheel suspension.
Not much else to say, let the creativity flow with these!