Just a mod with some features that others thought should have been in the game, like:
- These have to be set by the block-maker:
BLOCK modules:
[ModuleItemSilo] - Silos with internal storage for less lag.
[ModuleClock] - budget your time more wisely, or in creative, even set it to a fixed time in the day.
[ModuleReinforced] - A module with customizable damageable values which allows full control over how your block takes damage.
[ModuleFuelEnergyGenerator] - Convert your booster fuel to power with shift (or a full tank).
[ModuleLudicrousSpeedButton] - Conveyors are too slow? Overclock them with power to boost them to L u d i c r o u s S p e e d
[ModuleItemFixedHolderBeam] - Lock items on the conveyor to the conveyor.
[TankBlockScaler] - Change the size the block sits at on the conveyor.
[BurnerJet] - Burn the enemies while boosting your boosters.
PROJECTILE modules:
[SplitProjectile] - The fabled projectile that fires another projectile.
[GravitateProjectile] - Projectiles that can float at at set altitude.
[InterceptProjectile] - Homes in and destroys missiles.
[KeepSeekingProjectile] - keeps seeking no matter what, beyond what the normal SeekingProjectile allows.
[LanceProjectile] - A projectile type that can phase through targets to deal damage from within.
[OHKOProjectile] - A projectile type that overrides any block's ability to stall out damage, basically makes the target block act like a cab.
[WeightedProjectile] - Since projectiles have hard-coded weight values, this overrides that and allows full customization of the projectile's weight.
[TorpedoProjectile] - It's like the missile projectile type but only works when submerged
- Passive changes present on install:
Blocks resize to chunk-size on blocks that can grab them - this can be seen through the scrapper picking up blocks.
Fabricators return resources on detach - no more lost resources when they jam up for no reason.
Crash reporter has been repurposed to help the mod makers in debugging crashes.
[Toggleable] Shields are set to use shield armor typing correctly - known vanilla bug!
Available on TerraTech Mod Manager
For modders interested in incorporating any of these modules into their mod, some module information is available on github
- These have to be set by the block-maker:
BLOCK modules:
[ModuleItemSilo] - Silos with internal storage for less lag.
[ModuleClock] - budget your time more wisely, or in creative, even set it to a fixed time in the day.
[ModuleReinforced] - A module with customizable damageable values which allows full control over how your block takes damage.
[ModuleFuelEnergyGenerator] - Convert your booster fuel to power with shift (or a full tank).
[ModuleLudicrousSpeedButton] - Conveyors are too slow? Overclock them with power to boost them to L u d i c r o u s S p e e d
[ModuleItemFixedHolderBeam] - Lock items on the conveyor to the conveyor.
[TankBlockScaler] - Change the size the block sits at on the conveyor.
[BurnerJet] - Burn the enemies while boosting your boosters.
PROJECTILE modules:
[SplitProjectile] - The fabled projectile that fires another projectile.
[GravitateProjectile] - Projectiles that can float at at set altitude.
[InterceptProjectile] - Homes in and destroys missiles.
[KeepSeekingProjectile] - keeps seeking no matter what, beyond what the normal SeekingProjectile allows.
[LanceProjectile] - A projectile type that can phase through targets to deal damage from within.
[OHKOProjectile] - A projectile type that overrides any block's ability to stall out damage, basically makes the target block act like a cab.
[WeightedProjectile] - Since projectiles have hard-coded weight values, this overrides that and allows full customization of the projectile's weight.
[TorpedoProjectile] - It's like the missile projectile type but only works when submerged
- Passive changes present on install:
Blocks resize to chunk-size on blocks that can grab them - this can be seen through the scrapper picking up blocks.
Fabricators return resources on detach - no more lost resources when they jam up for no reason.
Crash reporter has been repurposed to help the mod makers in debugging crashes.
[Toggleable] Shields are set to use shield armor typing correctly - known vanilla bug!
Available on TerraTech Mod Manager
For modders interested in incorporating any of these modules into their mod, some module information is available on github
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