requirements are as follows (my numbering):

Matt said: (1) They have to be GSO only - no hybrids!

(2) They have to use level 4 blocks or lower.

The only level 5 blocks can be the explosive bolts. Click to expand...

Additional specifications:

I tend to use a single anchor point and raised stem, on my base techs. But I think it'll be OK if some splayed legs are up in the air, sometimes.

General Guidelines (advisory):

Avoid making it purely a turret.

Tech fragments (without the primary cab - first attached) will forget all Filter settings, drop Silo contents and loose Conveyor direction changes (reverting to original block attachment priority). [Report]



Tech fragments with cabs that were facing straight up/down, on the original tech, will get stuck in build beam. [Report]

deadline is Friday the 14th of September

Following on from the call for Explosive Bolts techs (which are already in 1.0.0.1 Unstable missions!). This project arose from my self-stocking base tech submissions and a subsequent conversation with game designer Kris (AKA @zanzistar ). He's agreed to put new bases in too, if we can get at least 20 from as many different people as possible.Again, the... Because these techs will be used fortype GSO missions at GSO level 5 [].- no lag-tastic monsters or tiny embarrassments.- unlike destroyed enemies, players will likely getthe blocks from these techs, so we don't want to gift them 100 Wireless Chargers, batteries, Fabricators, etc, etc. Example of what to avoid, from 16:38 in this recent Tenzen video Conveyors, Silos and crafting blocks, etc, are fine within reason, of course. If the blocks are necessary for cool functionality or novelty, then I'm sure it'll be considered.when the base aggros on the player (at 100-150m) or a random enemy - there is no coder support allocated for this project, so it'll use the existing mechanics.- please test out how reliably your tech will load in on hilly terrain (e.g. in Creative mode). These missions are not restricted to [perfectly] flat areas and techs that don't stand up will be removed during the quality assurance process (if they get that far).- the bases are initially enemies in the missions, I'd strongly suggest making them resilient enough to tolerate a little accidental fire. To avoid players failing the mission too easily.- or be totally passive (they'll have allies for defence, too).I think those designs make the "capture" mission objective confusing, and there have been new Hawkeye missions added specifically focusing on turrets as objectives, anyway.: I've been told that aggressive bases may be included as defending enemy techs, instead.- I'll probably try to check out submissions, to ensure they don't suffer from problematic crafting bugs (still no dev fixes scheduled in). My own submissions will focus mostly on functional Fabrication, but- you needn't use the Explosive Bolts, either, but it would definitely be cool to see some transforming techs or revealing themselves from hiding. Multi-techs, etc. (As well as self-filling by scrapping Resource Blocks.)with tech splitting and mutli-techs - examples:- In addition to total block count, use light blockssparingly (like half a dozen max, they are very taxing of hardware when on). Avoid too many fragments. Be aware of projectile (gun) spam.- the initial target was for. I expect more will be accepted if they are of sufficient quality. So take your time, and make them shine.- Go! (Submissions after this might still be accepted, but no guarantees - they are usually added in bulk, for efficiency.)So the. I currently have no idea if @Matt might show the submissions in a dev stream.