[Install/update TTMM RandomAdditions mod as of February 11th 2022]
This device uses bioengineered microorganisms to convert fuel into energy. Each bioreactor unit will process fuel at its own rate, with all units starting when fuel tanks are full and halting when they're empty in order to wait for the complete fuel refill, to only then resume the cycle.
With the immense help of @Legionite who made a sophisticated C# coded Module, a fuel to energy converter came to life. The idea of the block itself is rather simple and the description says it all. It also has a mini battery of 1500 capacity ( = GSO Battery).
This is a heavy and flammable 4x2x2 block that requires equally heavy and flammable fuel tanks to work, it does generate energy 24/7 but its weight and size footprint, as well as the risk involved, makes it quite balanced.
The generation of energy isn't OP either, it will generate around 160 energy/s for 20 fuel/s, making it a good source of passive energy income which will cancel the passive drain of many bubbles, but it is not so fast at filling batteries from 0 to 100% (for that you use anchored fast recharger stations).
My main recommendation is using the Bioreactor alongside Biofuel Tanks or other fast refill tanks so that the cycle can restart faster.
Ported some previously unofficial mods weapons to the workshop.
In case you had the old ones, replace the obsolete Unofficial weapons in your techs snapshots with the new ones, before removing them from the Custom Blocks folder.
Prefabricated fuselage section using lightweight materials and durable armouring. Recommended for assembling tube shaped structures such as the body of planes, cargo containers, towers, modular walls, or even the hull of a vehicle.
It started as an idea to make large greentech planes (Jumbo set) more viable with lightweight fuselage sections, these having similar high quality and high pricing of BF Chassis blocks (but with a pleasant looking outside). It has proven however to be much more than that, it's much more flexible than one would have imagined for a prefabricated tech structure. Hope you all enjoy it on your creations.
GT grade 1 weapon, versatile in usage as it can decently replace any small drill, or help small/medium techs that happen to have good ground clearance to reach the rocks on the ground with its 45° angled beams, 4 blocks length and 300DPS each.
Against larger enemies it will deal 900DPS with all beams combined, which will stack with nearby rotary claws for a lot of damage. The only drawback is the small health of 300hp, making it a bit of a glass cannon for melee combat.
The first functional block of GreenTech has expanded into a pack of its own. Now coming with a larger variant and many corner parts, for even more nature inspired tech visuals and many more daytime power options with less refill stops.
The LED at the base will turn on at night to let you know it's in standby.
Tip: Don't rely on it for the complete fill-up of empty batteries, use anchored solar panels instead, or furnaces and other power sources. Mobile solar panels are good at maintaining the battery levels throughout the day and even replenishing it after a mild battle.
GreenTech Mini Tesla Coil Zaps nearby enemies for a small energy cost. The Mini Tesla packs quite a punch for its small size and can be hidden behind other blocks.
I wanted to make a tesla based weapon that appears earlier on campaign, a miniature version of the RR Tesla with somewhat flexible placement and decent firepower; provided one has enough battery to sustain it whenever it comes available.
It appears at GT Grade 1 (GSO 3) and it is in the same price range of other GT guns in that grade, on the cheaper side, as its efficiency depends on the availability of batteries which are often costly themselves, therefore spamming this weapon can be useless without good logistics.
It deals 250 damage on beam impact and 150 explosive AoE within a 3-block radius, with 1s cooldown (400DPS). The range is 40 blocks and does not pierce shields.