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Patch Notes for update 0.1.6.3

Hello all!

Here are the latest Patch Notes for update 0.1.6.3 that's just gone live on TerraTech Worlds’ unstable branch. If you’re not sure how to access this unstable build, here’s how you do that:
  • Launch Steam
  • Right-click on TerraTech Worlds
  • Select "Properties..."
  • Click on "Betas"
  • Next to "Beta Participation", click on the blue dropdown arrow
  • Select "ttw_unstable"
  • Steam should automatically switch to the selected beta branch at this point and list the game in the library left panel as "TerraTech Worlds [ttw_unstable]"
  • To switch back to the default stable version of TerraTech Worlds, repeat the above steps, but select "None" instead of "ttw_unstable"

Important note: Game save files are only compatible with versions of TerraTech Worlds where the version number is the same or greater i.e. a game save from version 0.1.6.1 is not compatible with version 0.1.6.

Now, onto the patch notes:

  • Added a hint for players for when a Fusion Core is powered but not affecting a Tech Yard
  • Fixed an issue wherein Fusion Reactor costs were not updating in the Block Info Panel until the player exited and re-entered Build Mode
  • The Rapid Fire Mount is no longer missing the modifiers (thanks to the community for flagging this!)
  • Reduced ammo cost of Coaxial Cannon to 1 from 2 because it now fires in series


If you have bug reports or feedback you'd like to share, please use our new feedback system to do so! As you can see above, we read and incorporate your feedback.

Fusion Cores



Fusion Cores


Hello all! We wanted to take some time today to explain how Fusion Cores work within TerraTech Worlds, and our Design team has hashed out some of the details below!

[h2]What is a Fusion Core?[/h2]
Fusion Core Resource
Fusion Cores are a limited resource that you gain to spend on specific Tech Blocks which will provide bonuses unavailable anywhere else in-game. These are not tied to the Tech itself but are instead part of the Tech Yard and powered structures. Changes to these structures or power availability will directly change the number of Cores available on the Tech.

[h3]Fusion Core Structures [/h3]
The source of the Fusion Core resource is a specialised structure which will provide you with Fusion Cores to spend. This structure must be attached to a Claimed Tech Yard and only provides its Fusion Core to the owner of the Tech Yard. The total number of Cores available is the total number of Fusion Core structures that are attached to Claimed Tech Yards in the world.
  • To generate a Fusion Core you must build a Fusion Core structure, attach it to a claimed Tech Yard via Tech Yard APs and power it with regular base generators.
  • Fusion Cores structures require constant power as they are always generating a Fusion Core when on, even if that Fusion Core isn’t being used by you.
  • Fusion Core structures that are disconnected from a Tech Yard by moving it, moving/removing another Tech Yard structure so that there is no longer a direct connection, or by the Tech Yard being packed away in a cargo are NOT available.
  • Fusion Cores do not need to be directly connected to the Tech Yard, but must be part of a series of Tech Yard extensions, such as a Tech Yard Storage block or another Fusion Core, where at least one structure in the series is connected to the Tech Yard Attach Point on the side of the Tech Yard.

[h3]Fusion Blocks [/h3]
How Fusion Cores are spent, Fusion Blocks scale existing Tech properties such as Reactor Capacity, adding additional Repair Charges, or new properties (explored in future updates) that are powerful enough to exist outside the existing Tech building blocks.

Active/Inactive Fusion Blocks

Fusion Blocks have two important states: Active and Inactive.
Active Fusion Blocks have been attached to a Tech and are providing the additional functionality the block provides. Active Fusion Blocks are lit up with that unique ‘Cherenkov glow’ these blocks have.
Inactive Fusion Blocks are attached to a Tech but do not have the available Fusion Cores to provide any additional functionality. Inactive Fusion Blocks have no glow!

Scaling Fusion Core Costs
Not all Fusion Blocks are equal. Some functionality such as increasing Reactor Capacity on the Tech, have a scaling cost. Powerful Fusion Blocks such as Fusion Reactors for example, have scaling costs. The Fusion Core cost of attaching a scaling Fusion Block to a Tech and gaining its benefit is variable and increases geometrically, limiting the number of active scaling Fusion blocks but providing a clear route to more Fusion Cores by constructing and powering additional Fusion Cores.


Fusion Blocks Attached

Fusion Core Cost

Total Cores Required

First

1

1

Second

2

3

Third

3

6

Fourth

4

10

Fifth

5

15

Sixth

6

21

Seventh

7

28
NOTE: Removing an active Fusion Block recalculates the total cost (so regardless of attach/detach ordering, having 4 reactors always costs 10 cores)

Flat Fusion Core Costs
Less powerful Fusion Blocks only require 1 (or more) Fusion Cores per block attached to the Tech, regardless of how many have been attached. These can be very useful but are more specialised in function, such as increasing the number of Repair Charges a Tech has. They also are handy to provide more functionality while expanding the number of available Fusion Cores to support an additional scaling Fusion block.

Fusion Blocks in 0.2 release:
  • Small Fusion Reactor - this scaling cost Fusion Block increases the Reactor Capacity of a Tech by 50 for each active Reactor attached to the Tech.
  • Fusion Repair Module - this flat cost Fusion Block increases the number of Repair Charges a Tech has by 1 per active Repair module. So adding one active Fusion Repair module would increase a Tech’s Repair charges from 3 to 4.


Dynamic Fusion Core Loss
When a Tech loses Fusion Cores it can affect the behaviour of Fusion Blocks. Active Fusion Blocks will not turn off BUT if an active Fusion Block is removed from the Tech, it will be inactive when reattached so be careful modifying your tech when in this state, as you could lose those Fusion block’s abilities until you get your Fusion Cores back. Also, Fusion Blocks that are destroyed while in this state will regenerate with a Repair Charge as normal but will come back inactive until the Fusion Core(s) are available again. It's best to head back home to fix your Fusion Cores as soon as possible!

Why?
In TerraTech Worlds, you’re currently locked in to some distinct limits regarding Tech Building, making you limited to choice of Cab and use of Cab Efficiency; we've done this in an effort to provide a link between Base building and Tech building options.

In terms of Base Power, linking Base Power to expanding your Tech options (especially the Reactor Limit) creates more of a drive to keep upgrading and expanding bases by providing a concrete benefit for doing so, in the form of bigger or tougher Techs. Incremental gains also provide a progression system that rewards your investment in base construction and provides meaningful choices in how these progression rewards are spent.

That's all for now: please leave any comments/questions about Fusion Cores below!

Patch Notes 0.1.6.2



Hello all!

We have a big update for you today!

Here are the latest Patch Notes for update 0.1.6.2 that's just gone live on TerraTech Worlds’ unstable branch. If you’re not sure how to access this unstable build, here’s how you do that:

  • Launch Steam
  • Right-click on TerraTech Worlds
  • Select "Properties..."
  • Click on "Betas"
  • Next to "Beta Participation", click on the blue dropdown arrow
  • Select "ttw_unstable"
  • Steam should automatically switch to the selected beta branch at this point and list the game in the library left panel as "TerraTech Worlds [ttw_unstable]"
  • To switch back to the default stable version of TerraTech Worlds, repeat the above steps, but select "None" instead of "ttw_unstable"
  • Important note: Game save files are only compatible with versions of TerraTech Worlds where the version number is the same or greater i.e. a game save from version 0.1.6.1 is not compatible with version 0.1.6.


Now, onto the patch notes!

Bug Fixes
  • Fixed an issue of the game crashing when flipping a respawned non-cab block
  • Further optimised the game to better handle LARGE endgame bases. You should see less stuttering when building/using these
  • Fixed the issue where subsequent Tech Cargo pages are ignored if the currently selected one is full when attempting to quick stack blocks from a Workbench
  • Fixed an issue where players were colliding with loose blocks and resource chunks on the ground when their cargo was full
  • Fixed an issue when putting a slash or backslash in a snapshot name hid it permanently in the UI
  • Fixed an issue causing enemies to do 30% less damage than intended…pew pew restored


Balancing Updates

[h2] Enemy Techs[/h2]
  • Increased the accuracy of enemy Techs slightly
  • Moved some weapons to better positions on enemies and/or added a few more guns to them
  • Enemies are no longer less active during the night…be afraid


[h2]Crafting Recipes[/h2]
  • Reduced Heater Fuel recipe to 1x Refined Phosphorus and 1x Purified Carbon
  • Reduced Tech Wash Solution recipe to 1x Refined Chlorine and 2x Refined Copper
  • Reduced conduit block recipes to 1x Copper and 1x Carbon


[h2]Inventory Stack Sizes[/h2]
  • Refined resource stacks are now 60 (up from 30)
  • Purified resource stacks are now 60 (up from 30)


[h2]Resource Updates[/h2]
  • Primary & secondary yields of resources have been adjusted
  • Primary, secondary & debris resource stack sizes have been adjusted
  • Health & mass have been tuned
  • Refining times have been tuned
  • Fragmenter yield % has been tuned


[h2]Weapon Updates[/h2]
General
  • All kickback and weapon impacts have been rebalanced
  • Explosives now trigger on fauna such as puffballs and needleberry plants.
  • Explosions have slightly higher terrain deformation


Individual
  • M-18 'Vindur' - increased initial accuracy.
  • M-8 'Hail Storm' MG - increased initial accuracy, increased accuracy return rate.
  • T12 Coaxial Cannon - Increased RoF, now correctly fires from first then second barrel, increased damage.
  • B-22 'Meteor' Turret - Range increase, removed spread increase from moving and turning, improved accuracy return rate after fire
  • DU-120 'After Shock` Mounted Rifle - decreased gravity effect on shots fired, increased damage
  • IDR-7 'Quake` Grenade Launcher -
  • NEW MODEL - updated model to match new Grenade Launcher style
  • Increased explosion size, added range compensation for target
  • S-101 'Zeus` Missile Launcher - increased damage.



Major Feature Updates


[h2]Fusion Cores[/h2]
Fusion Cores are a new resource acquired from building structures that you can spend to expand Tech reactor capacities:
  • You can now build Fusion Core structures from the Workbench(es) attached to your Tech Yard
  • Fusion Core structures require power to maintain
  • Fusion Core structures allow Fusion Cores to attach/use special Tech blocks, on your Tech, for example:
  • Small Fusion Reactor block that increases reactor capacity
  • Fusion Restore block that increases restore charges
  • More updates on this to come soon…!


[h2] Tech Size[/h2]
We have doubled the hardcoded Tech size limit from 16x16x16 to 32x32x32 which some players were encountering after the reactor capacity changes.


[h2]Variable Structure Power[/h2]
We have switched our power system over to variable power:
  • Each structure has an operating power cost when active. When a structure is unpowered, off or idle, it does not consume its power cost.
  • The burn duration of a chunk of carbon in a carbon generator is now relative to how much power the grid is demanding (carbon generators burn slower/generate less power when the grid needs less power).
  • We have fixed how reserve power cell structures work:
  • Power cells now discharge an appropriate amount of power
  • Power cells now prevent the grid from tripping
  • We have added medium and large sized power cells that are craftable from the Workbench

    [h2] User interface improvements[/h2]
  • You can now interact with pylons and other power-related buildings to view more detailed numbers of power generation
  • The tripper power UI has been updated.
  • Brand new machine animations and VFX:
  • Most machines now have animations and VFX when they are actively crafting/doing something


[h2]Tech Yard Repair Charge Timer[/h2]
  • We are offering new ways of increasing the number of Repair Charges a Tech has with the Fusion Core feature. As part of that we are reworking how Repair Charges are delivered.
  • Repair Charges take time to regenerate.
  • This timer starts when a Tech Yard is claimed, or after the owner has interacted with the Tech Yard and replenished any of their Repair Charges
  • A Tech with its maximum Repair charges will not trip this timer.
  • As part of this, Techs now respawn with any Repair charges left when the Tech was destroyed
  • The Tech Yard now has a UI panel that shows the Repair Charges available or the time left.
  • More Tech Yard upgrades are coming to expand this in the future.



[h2]New Tech Blocks[/h2]
  • Simple Blocks™: we are adding a wider variety of blocks that will aid new players as well as older players trying to build larger Techs. These blocks will have more attachment points, but come with a higher reactor cost
  • Triple Grenade Launcher: we have now officially added this block to the game rather than accidentally…oopsie!
  • It has a lovely new model as well…oooh…ahhh…
  • Grenade Launcher has had its model updated to match this new style
  • Halo Relocator
  • Speedometer
  • Antenna (Cosmetic only, but still fun)


We have added new machine and structure blocks:
  • Reserve Power Cell M2
  • Reserve Power Cell L3


Planet Updates:
  • We have added more bases, crates and points of interest to discover.

Minor Features Updates


UI
  • We have added the popup panel to the planetary hazards
  • It will now show you how much health a lightning tree has
Tasks
  • Completed tasks now auto-claim their rewards (no more returning to the Tech Yard to claim rewards, wahoo!)
  • If a block is a reward for the task’s completion, it will drop in a crate near your Tech
Updated Active Task UI:
  • Shows whilst in all menus
  • Pulses and updates to draw attention when objectives update
  • Expands to offer more information periodically
  • Includes a reminder hint showing a shortcut to the objectives menu
  • Several onboarding objectives have been updated to help smooth out the onboarding flow.
  • Several older objectives have been removed as they are no longer needed (now that rewards auto-claim)
You’re now gifted several blocks during onboarding:
  • A set of platforms and ramps when setting up your first base
  • A reserve power cell
  • A power display
  • A lightning rod before attempting to harvest Halite (near lightning trees)
  • A tractor beam after making the fragmenter
  • A navigator cab after completing the certification track (now with more reactor capacity)


Tech Inventory
  • We have added a sort button so you can tidy up your individual cargo blocks.
  • We have added a sort all button that will tidy up all your cargo blocks.
  • Cargo is now sorted in size order (smallest first) and should remain consistent when adding/removing cargo blocks


Key Bindings
  • Z is now available to be rebound

Save Games
  • The game now allows the creation of backup saves
  • Maximum backups to keep and backup interval can be set in Settings


Mini Boss
  • We have added a new mini-boss for you to find and destroy (more to follow…)


Main Menu
  • You can now see if more than four of your friends are playing TerraTech Worlds. As they should be!


Wind Go Brrr
  • We have slightly increased how much power Wind Generators make.


That’s all for now: let us know what you think of the updates and changes in the comments below.

And if you do find anything that looks a little strange whilst playing, we have a new way for you to report bugs by visiting https://feedback.terratechworlds.com/.

Thank you as always for playing and giving us your feedback, we’ll have more updates for you in the next few weeks! Until then, Prospectors!

Update 0.1.6



Hi all!

Just three minor updates in this one:
  • The Pirate Flag Twitch reward will now be available in game for players who unlocked it via Twitch streams
  • The small island on Nibiru has now been removed as that space is needed for the upcoming desert biome
  • Additional translations for all languages have been added for new in-game text

Thanks everyone: we'll be back soon with more updates!

Update 0.1.5

Just a few bugfixes following yesterday's update:

We previously increased the slot size of the Hetra-Platform which broke players inventories (sorry). We have reverted this change so it should take up its previous slot size again.
Optimised some of the underlining block linkage code. This should improve the stuttering that players with big bases and lots of conduits were encountering.
Tracked down and fixed the issue that was causing tech repair to fail, leading to your destroyed tech blocks to drop around you from the sky.