Power Blocks

Power blocks revolve around gathering and harnessing electrical energy. Their abilities are often useful for either offense or defense and in specific cases, they have other functions. All corporations will manufacture at least one type of power block. Note that a power block must be capable of interacting with the electricity game mechanic. All power blocks will share the same electrical capacity on a single tech regardless of block placement. The only requirement is that they must be connected directly.

Generators
Generators generate "electricity"( or "power"), in several different ways, many of which are similar to how electricity is generated in real life. All Corporations except for Venture and Hawkeye manufacture at least one type of generator.


 * Furnace Generators burn a small selection of resource chunks to generate electricity. Resource chunks are able to be delivered to the generator via dragging them manually, or through certain manufacturing blocks such as Conveyors and Receivers. Refining resources does not affect their total energy output, but doubles the burning speed.
 * Most furnace Generators are anchored. Mobile furnace generators are less efficient.
 * The GeoCorp Anchored Furnace Generator is the most efficient furnace generator, however it is also the slowest and largest one.
 * The Better Future Plasma Furnace Generator is capable of burning all non-component resource chunks (but it is only slightly more efficient at burning regular fuel than the GSO Mobile Furnace Generator).
 * There are three special subtypes of "renewable" generators, that do not consume anything, but have their own special conditions:
 * The, which needs to be anchored over/on a steam vent to produce power; but it produces a constant stream of energy that never runs out.
 * Solar Generators produce power when anchored and it is daytime. Solar generators take ~2 seconds each to extend their panels to begin generating power.
 * The Reticule Research Dynamo Generator generates a very small amount of energy when a tech is moving past a certain speed(and the amount of power generated increases as the tech goes faster). However, the tech has to have at least one wheel touching the ground(or another tech) in order for the dynamo generator to actually work.

Projectors
Projectors(also know as Bubbles) are the main energy consumers in the game, they are split up into Repair Bubbles and Shield Bubbles. All bubbles demand an initial power cost to start up, then passively drain power while they are idly active, and use power when repairing or blocking projectiles. In general, the more load it needs to handle, the more energy it consumes.


 * Repair Bubbles generate a green sphere, that heals damaged blocks within the range with timed pulses (the frequency is inversely proportional to the bubble size). The heal quantity is constant for all covered blocks. The projector can also self-heal.
 * Multiple Repair Bubbles do stack, allowing the blocks to be healed even faster.
 * The projectors' parameters vary depending on Corporation, and each corporation manufactures at least one type of Repair Bubble, with the exception of Reticule Research.


 * Shield Bubbles generate a blue shield around themselves(Most shields are spherical ,with the exception of the Hawkeye Havoc Shield and Better Future Shield Bubble Projector, which have hexagonal surfaces instead), which absorb projectiles at the cost of power(note that even when blocked by a shield, explosives will detonate, and explosions DO go through shields). Shields only block hostile projectiles generated outside of them(allied ones will just pass through) and do not block tech movement, nor affect resources and loose blocks.
 * Multiple layers of shield bubbles do not grant more protection than singular one, since the actual "health" of the shields depends on the energy reserves and not an amount of projectors, additionally, an explosion will pass through the shields and damage all of them, causing the electricity on the tech to deplete even faster, although only one shield will absorb the projectile.
 * Shielding techs consumes more energy, although this does reduce the chance of blocks being destroyed if repair bubbles fail to catch up, and minimizes the possibility of blocks being detached.
 * Shield Bubbles are manufactured by all corporations with the exception of GeoCorp and Reticule Research.

Batteries
Batteries allow energy to be stored for later use. They have a limited capacity, and their actual statistics differ by Corporation. They are manufactured by all corporations aside from Reticule Research. They are volatile, fragile, and will violently explode when destroyed (with exception of the, whose explosion is a harmless implosion).
 * A tech's total electricity is evenly split among all batteries by percentage. I.E. if a Tech has X percent of power in it and some of the batteries detach, the removed battery will retain X% of its total capacity, and the tech will still keep X% energy, relative to its current maximum capacity.
 * As such, the percentage is equivalent to Total Power over Maximum Capacity.
 * When batteries are deployed, they will always be empty. However, enemy techs spawn with full batteries, and reversing the "send tech back to inventory" action also returns battery capacity(if there was any).
 * Batteries scavenged from enemy techs will contain any power they had when they fell off the tech.
 * Switching a tech with another snapshot will transfer all remaining power in the original tech to the new tech, although this only applies for corresponding batteries. If the new tech lacks applicable batteries, the unused energy will be lost.
 * The damage of a battery explosion DOES NOT scale with its amount of stored energy.

Chargers
Wireless chargers transfer power to allied techs within their range, consuming energy from the tech they are attached to, and will stop functioning if energy transfer is not possible. A single charger can only charge one tech at a time. Chargers target the closest batteries(to the charger, so for example two chargers a distance away from each other can charge two different batteries) of allied Techs in their radius and if power transfer is possible (i.e, when the receiver's batteries aren't full, and the charger has access to batteries with at least some power left in them), they will start charging the tech, which is represented by 'bolts' coming from the charger into the battery they're charging.

Chargers are useful for creating "Charging Stations", where any mobile Tech can easily refill their energy from. The transfer rate of chargers is inversely proportional to their range. Multiple chargers' arcs can stack.

Like all power blocks, the attachment location does not matter and their function will not be affected by any type of placement.