1. TerraTech Worlds
  2. News

TerraTech Worlds News

Patch Notes for Hotfix Update 0.6.6.1

[p]Hi there prospectors,[/p][p][/p][p]Here's the new stable update with hotfixes for two bugs reported by the community along with some translation corrections.[/p][p][/p][p]Thanks as always for the invaluable feedback and bug reporting and we hope you enjoy playing this update.[/p][p][/p][h3]Bug Fixes[/h3]
  • [p]The following list of bugs should now be fixed in this update:[/p]
    • [p]When having a trader's shop open, going to the storage tab, clicking on any block then pressing Tab to exit causes the game to crash.[/p]
    • [p]The non-default variant blocks have now been removed from traders to avoid selling the block recipe or licence twice.[/p]
[p][/p][h3]Localisation[/h3]
  • [p]Corrections to current translated text that contain errors.[/p]
    • [p]Many thanks to the players who've helped identify translation errors:[/p]
      • [p]Anton[/p]
      • [p]Zapret404[/p][p][/p]
[p]Until next time, Prospectors![/p][p]- The TerraTech Worlds Team
[/p]

Patch Notes for Update 0.6.6

[p]Hi there prospectors,[/p][p][/p][p]Here's the new stable update that introduces Creative Mode and Block Crafting. The initial plans for Block Crafting were for it to be in Classic mode only, but we've decided to make it available in all modes now. There's also more game balancing, more graphics settings and more bug fixes.[/p][p][/p][p]Thanks as always for the invaluable reviews, feedback and bug reporting and we hope you enjoy playing this update.[/p][p][/p][h3]Creative Mode[/h3]
  • [p]Build creatively in a sandbox environment.[/p]
    • [p]New Creative Mode option in the Planet Settings screen[/p]
    • [p]New Creative Mode exclusive options:[/p]
      • [p]Unlimited blocks[/p]
      • [p]God mode[/p]
      • [p]Disabling enemies and hazards[/p]
    • [p]Game saves cannot be interchanged between Creative Mode and campaign modes (Relaxed, Balanced, Intense, Classic)[/p]
  • [p]Tech Yard Storage contains:[/p]
    • [p]Infinite Tech blocks[/p]
    • [p]Infinite Structure blocks[/p]
    • [p]Infinite resources[/p]
    • [p]Creative Mode exclusive blocks:[/p]
      • [p]COM, EXP, PRD single blocks with 6 Attach Points[/p]
      • [p]Plain white single block with 6 Attach Points[/p]
  • [p]Creative Mode exclusive 32 colour skin pack to colour the white single block.[/p]
[p][/p][h3]Tech Block Crafting[/h3]
  • [p]Updated 'Block Licensing enabled/disabled option' in the planet settings - the choice is now to either have Tech block crafting or licensing.[/p]
  • [p]If Tech block crafting is selected:[/p]
    • [p]The Block Licensing Module automatically becomes a Block Recipe Module[/p]
    • [p]The Tech Block Fabricator structure becomes available to craft in a Basic Fabricator[/p]
    • [p]The licensing menu at the traders and Tech Yard become a block recipe unlock menu instead[/p]
  • [p]To craft a Tech block, you must first take an example of the block to a Tech Yard (with a Block Recipe Module attached) or any Trader and then purchase that block's recipe.[/p]
  • [p]Once you have the recipe, it will appear in the list of available recipes in the Tech Block Fabricator structure. Then you can craft as many copies of it as you like (as long as you have the required resources).[/p]
  • [p]The tutorial has also been updated to teach Tech block crafting instead of licensing (when selected).[/p]
  • [p]With block crafting selected, all Tech blocks behave like licensed ones (full HP, access to alternative versions, stored in block storage, etc.).[/p]
  • [p]When crafting is enabled, blocks can be sold from storage as well as cargo (at any Tech Yard - with Block Recipe and Block Storage Modules attached).[/p]
  • [p]Block crafting is turned on by default in Classic mode and Creative Mode.[/p]
  • [p]New crafting recipes for all Tech blocks added.[/p]
  • [p]Separated the cosmetic Tech blocks from their block variant sets to avoid issues with block crafting recipes for players that don't have the main/default block in a set.[/p]
  • [p]Renamed "Block Licensing" menu at the Tech Yard to "Block Trading."[/p]
  • [p]Renamed "Tech Yard Storage" to "Storage."[/p]
[p][/p][h3]Game Balancing Changes[/h3]
  • [p]Increased the amount of power generated by Solar and Wind Power Generators by around five times.[/p]
    • [p]They are some of the hardest structures to craft in the game and require ingredients that are only available at the end of the game.[/p]
    • [p]Their power output scales up and down depending on conditions (weather, time of day, altitude etc.).[/p]
    • [p]In any case, even in mild conditions they will now out perform a Carbon Power Generator.[/p]
  • [p]Reduced the recipe cost of Charging Cells - swapped the Gold Wiring for Gold Ingot.[/p]
    • [p]The new recipe is 2 x Lithium Ingot, 1 x Sulphur Cake and 1 x Gold Ingot[/p]
  • [p]Changed the name of the "C 2 Scout Cab" to the "C 2 Warfighter Cab" to avoid confusion with the other Scout Cab.[/p]
  • [p]Buffed the "Yukon Pioneer Cab" to differentiate it from the "Pioneer Journeyman Cab"[/p]
    • [p]Removed 'Pioneer' from the Yukon Cab name.[/p]
    • [p]Made the Yukon Cab available for sale at the Swamp Trader.[/p]
  • [p]Buffed the C-8 Stalwart Cab to differentiate it from the C.R.A.B XL Cab.[/p]
  • [p]Reduced the Forest Trader trade price for the Full-Time Forager Cab.[/p]
  • [p]Removed duplicate Wash Landing Skid from the Swamp Trader and SEA Rudder Prop from the Ocean Trader.[/p]
  • [p]Re-balanced the trader prices of most of the weapons.[/p]
  • [p]Changed Mobile Pulse Heater category from Tool to Module.[/p]
    • [p]Because it functions passively (once attached and fuelled), rather than actively.[/p]
  • [p]Deprecated Enemy Scanning Module as it is no longer needed because nearby enemy locations are marked with icons by default.[/p]
  • [p]Swamp enemy revisions:[/p]
    • [p]Reduced the number of regular enemy Techs in the Swamp that are equipped with grenade launchers.[/p]
    • [p]Removed some weapons from enemy Techs who were equipped with three or four weapons.[/p]
    • [p]Reduced the number of grenade launchers on Bullfrog (the Swamp Boss) from two down to one in phases one and two, then from four down to two for phase three.[/p]
    • [p]Reduced the amount of time that Bullfrog is allowed to use his Grenade Launchers for in each phase.[/p]
  • [p]Reactor cost revisions:[/p]
    • [p]Set reactor cost for Albatross Big Propeller (32).[/p]
    • [p]Set reactor cost for Fly wing (16).[/p]
    • [p]Set reactor cost for Slipstream Narrow Frame (10).[/p]
    • [p]Reduced reactor cost of Wind Vertical Wingtip (12).[/p]
    • [p]Reduced the reactor cost of the Tail Wing (12).[/p]
  • [p]Added blocks for sale at the Forest Trader:[/p]
    • [p]Off Road 2M Wheel[/p]
    • [p]Medium Armoured Wheel 2M[/p]
    • [p]Voyager Wheel[/p]
    • [p]TX5 Lightning Gun (unlocked after beating Minotaur - Forest Boss)[/p]
    • [p]K-100 'Witchfire' Plasma Ejector[/p]
    • [p]Small Cargo[/p]
    • [p]4-Way Band Connector[/p]
    • [p]8-Way Long Symmetrical Connector[/p]
    • [p]Ablative Bumper[/p]
    • [p]Small Axle Two[/p]
    • [p]Versatile Axle Four[/p]
    • [p]Jaguar Frame[/p]
    • [p]Wolverine Frame[/p]
    • [p]Komodo Frame[/p]
    • [p]Four Wedge Hull[/p]
    • [p]L Side Panel Hull[/p]
    • [p]Z Strut Hull[/p]
    • [p]Four T Hull[/p]
    • [p]Explorer Side Contour[/p]
    • [p]Explorer Strut[/p]
  • [p]Added blocks for sale at the Ocean Trader:[/p]
    • [p]Navigator Cab[/p]
    • [p]MA-1 'Archer' Auto Gun[/p]
    • [p]Small Cargo[/p]
    • [p]Bastion Cargo[/p]
  • [p]Added blocks for sale at the Swamp Trader:[/p]
    • [p]Engineer Cab[/p]
    • [p]Spiked 3M Wheel[/p]
    • [p]Twin Light Rails[/p]
    • [p]Neon Strip Light[/p]
    • [p]Medium Cargo[/p]
    • [p]Bastion Cargo[/p]
    • [p]Small Flatbed is no longer a special purchase[/p]
    • [p]Armoured Pauldron[/p]
    • [p]Armoured Gorget[/p]
    • [p]Armoured Greave[/p]
    • [p]Armoured Bumper Small[/p]
    • [p]Armoured Bumper Medium[/p]
    • [p]Armoured Bumper Large[/p]
    • [p]Armoured Extender[/p]
    • [p]Armoured Sidepanel[/p]
    • [p]Armoured Sidewall[/p]
    • [p]Kestrel Frame[/p]
    • [p]Armadillo Frame[/p]
  • [p]Added blocks for sale at the Polar Trader:[/p]
    • [p]Centurion Cab[/p]
    • [p]T12 Coaxial Cannon[/p]
    • [p]MA-202 'Trebuchet' Auto Plasma Gun[/p]
    • [p]S-101 'Zeus' Missile Launcher (unlocked after defeating Snow Leopard - Polar Boss)[/p]
    • [p]Large Cargo[/p]
    • [p]Bastion Cargo[/p]
    • [p]Medium Flatbed[/p]
  • [p]Added blocks for sale at the Desert Trader:[/p]
    • [p]Juggernaut Cab[/p]
    • [p]C.R.A.B XL Cab[/p]
    • [p]Harvester Cab[/p]
    • [p]Bastion Cargo[/p]
    • [p]Hopper Axle Four[/p][p][/p]
[h3]Additional graphics settings[/h3]
  • [p]Even though TerraTech World's minimum spec for graphics cards is 6GB, the game now detects whether the GPU has less than 6GB and switches to low VRAM mode where necessary.[/p]
  • [p]Additional settings to cap FPS at 90, 120 and 144.[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Players can now hot swap their Techs in multiplayer.[/p]
  • [p]Fixed missing thumbnail icon in Tech Yard trader UI.[/p]
  • [p]Licensed blocks from the world can be drag and dropped to the Tech Yard Storage now.[/p]
  • [p]Fixed bug preventing all blocks in the Xpedia from being selected.[/p]
  • [p]Crafting progress bar now clears when you cancel a recipe.[/p]
  • [p]Blocks with a zero count in storage are no longer shown.[/p]
  • [p]Blocks purchased from a trader in Classic mode now correctly go to your storage instead of your cargo.[/p]
  • [p]Fixed bug causing duplicates of recipes to purchase appearing in the list.[/p]
  • [p]Fixed crash that may occur when loading a complex Tech snapshot then trying to load a new snapshot in its place.[/p]
[h3][/h3][p][/p][p]Until next time, Prospectors![/p][p]- The TerraTech Worlds Team
[/p]

Patch Notes for unstable update 0.6.6-unstable.2

[p]Hi there prospectors,[/p][p][/p][p]Here's an update with a collection of bug fixes that players have reported from the previous unstable release.[/p][p][/p][p]Thanks as always for the invaluable feedback and bug reporting and we hope you enjoy playing this update.[/p][p][/p]
[p]⚠️Please note: This update is on Steam beta branch ttw_unstable - Work-in-progress version and may be unstable in places.[/p]
[p]In the run up to promoting the latest unstable update to the default version of TerraTech Worlds, we want to improve the quality of the build by finding and fixing as many bugs as possible and refining how the game is balanced.[/p][p][/p][p]To play the unstable:[/p]
  • [p]Right click TerraTech Worlds in your Steam library, then select the "Properties" option from the drop down list.[/p]
  • [p]Now select "Betas" and then select the "Beta Participation" drop down box.[/p]
  • [p]Select the "ttw_unstable - work-in-progress version" from the drop down list.[/p]
  • [p]Your game will now update, and you will be playing on the unstable branch.[/p]
[p][/p][p]To send us your feedback and join the community:[/p][p][/p][p]Remember to always back up your save games before switching to the unstable branch. [/p]
[p][/p][h3]Graphics Settings[/h3]
  • [p]Even though TerraTech World's minimum spec for graphics cards is 6GB, the game now detects whether the GPU has less than 6GB and switches to low VRAM mode where necessary.[/p]
  • [p]FSR anti-aliasing has been disabled as it's causing extreme ghosting.[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Blocks with a zero count in storage are no longer shown.[/p]
  • [p]Blocks purchased from a trader in Classic mode now correctly go to your storage instead of your cargo.[/p]
  • [p]Fixed bug causing duplicates of recipes to purchase appearing in the list.[/p]
  • [p]Favourite button functionality now works properly in Creative Mode.[/p]
  • [p]Fixed crash that may occur when loading a complex Tech snapshot then trying to load a new snapshot in its place.[/p]
[h3][/h3][p][/p][p]Until next time, Prospectors![/p][p]- The TerraTech Worlds Team
[/p]

Patch Notes for unstable update 0.6.6-unstable.1

[p]Hi there prospectors,[/p][p][/p][p]Welcome to the first unstable update that introduces Creative Mode and Block Crafting. The initial plans for Block Crafting were for it to be in Classic mode only, but we've decided to make it available in all modes now.[/p][p][/p][p]Thanks as always for the invaluable feedback and bug reporting and we hope you enjoy playing this update.[/p][p][/p]
[p]⚠️Please note: This update is on Steam beta branch ttw_unstable - Work-in-progress version and may be unstable in places.[/p]
[p]In the run up to promoting the latest unstable update to the default version of TerraTech Worlds, we want to improve the quality of the build by finding and fixing as many bugs as possible and refining how the game is balanced.[/p][p][/p][p]To play the unstable:[/p]
  • [p]Right click TerraTech Worlds in your Steam library, then select the "Properties" option from the drop down list.[/p]
  • [p]Now select "Betas" and then select the "Beta Participation" drop down box.[/p]
  • [p]Select the "ttw_unstable - work-in-progress version" from the drop down list.[/p]
  • [p]Your game will now update, and you will be playing on the unstable branch.[/p]
[p][/p][p]To send us your feedback and join the community:[/p][p][/p][p]Remember to always back up your save games before switching to the unstable branch. [/p]
[p][/p][h3]Creative Mode[/h3]
  • [p]Build creatively in a sandbox environment.[/p]
    • [p]New Creative Mode option in the Planet Settings screen[/p]
    • [p]New Creative Mode exclusive options:[/p]
      • [p]Unlimited blocks[/p]
      • [p]God mode[/p]
      • [p]Disabling enemies and hazards[/p]
    • [p]Game saves cannot be interchanged between Creative Mode and campaign modes (Relaxed, Balanced, Intense, Classic)[/p]
  • [p]Tech Yard Storage contains:[/p]
    • [p]Infinite Tech blocks[/p]
    • [p]Infinite Structure blocks[/p]
    • [p]Infinite resources[/p]
    • [p]Creative Mode exclusive blocks:[/p]
      • [p]COM, EXP, PRD single blocks with 6 Attach Points[/p]
      • [p]Plain white single block with 6 Attach Points[/p]
  • [p]Creative Mode exclusive 32 colour skin pack to colour the white single block.[/p]
[p][/p][h3]Tech Block Crafting[/h3]
  • [p]Updated 'Block Licensing enabled/disabled option' in the planet settings - the choice is now to either have Tech block crafting or licensing.[/p]
  • [p]If Tech block crafting is selected:[/p]
    • [p]The Block Licensing Module automatically becomes a Block Recipe Module[/p]
    • [p]The Tech Block Fabricator structure becomes available to craft in a Basic Fabricator[/p]
    • [p]The licensing menu at the traders and Tech Yard become a block recipe unlock menu instead[/p]
  • [p]To craft a Tech block, you must first take an example of the block to a Tech Yard (with a Block Recipe Module attached) or any Trader and then purchase that block's recipe.[/p]
  • [p]Once you have the recipe, it will appear in the list of available recipes in the Tech Block Fabricator structure. Then you can craft as many copies of it as you like (as long as you have the required resources).[/p]
  • [p]The tutorial has also been updated to teach Tech block crafting instead of licensing (when selected).[/p]
  • [p]With block crafting selected, all Tech blocks behave like licensed ones (full HP, access to alternative versions, stored in block storage, etc.).[/p]
  • [p]When crafting is enabled, blocks can be sold from storage as well as cargo (at any Tech Yard - with Block Recipe and Block Storage Modules attached).[/p]
  • [p]Block crafting is turned on by default in Classic mode and Creative Mode.[/p]
  • [p]New crafting recipes for all Tech blocks added.[/p]
  • [p]Separated the cosmetic Tech blocks from their block variant sets to avoid issues with block crafting recipes for players that don't have the main/default block in a set.[/p]
  • [p]Renamed "Block Licensing" menu at the Tech Yard to "Block Trading."[/p]
  • [p]Renamed "Tech Yard Storage" to "Storage."[/p]
[p][/p][h3]Game Balancing Changes[/h3]
  • [p]Increased the amount of power generated by Solar and Wind Power Generators by around five times.[/p]
    • [p]They are some of the hardest structures to craft in the game and require ingredients that are only available at the end of the game.[/p]
    • [p]Their power output scales up and down depending on conditions (weather, time of day, altitude etc.).[/p]
    • [p]In any case, even in mild conditions they will now out perform a Carbon Power Generator.[/p]
  • [p]Reduced the recipe cost of Charging Cells - swapped the Gold Wiring for Gold Ingot.[/p]
    • [p]The new recipe is 2 x Lithium Ingot, 1 x Sulphur Cake and 1 x Gold Ingot[/p]
  • [p]Changed the name of the "C 2 Scout Cab" to the "C 2 Warfighter Cab" to avoid confusion with the other Scout Cab.[/p]
  • [p]Buffed the "Yukon Pioneer Cab" to differentiate it from the "Pioneer Journeyman Cab"[/p]
    • [p]Removed 'Pioneer' from the Yukon Cab name.[/p]
    • [p]Made the Yukon Cab available for sale at the Swamp Trader.[/p]
  • [p]Buffed the C-8 Stalwart Cab to differentiate it from the C.R.A.B XL Cab.[/p]
  • [p]Reduced the Forest Trader trade price for the Full-Time Forager Cab.[/p]
  • [p]Removed duplicate Wash Landing Skid from the Swamp Trader and SEA Rudder Prop from the Ocean Trader.[/p]
  • [p]Re-balanced the trader prices of most of the weapons.[/p]
  • [p]Changed Mobile Pulse Heater category from Tool to Module.[/p]
    • [p]Because it functions passively (once attached and fuelled), rather than actively.[/p]
  • [p]Deprecated Enemy Scanning Module as it is no longer needed because nearby enemy locations are marked with icons by default.[/p]
  • [p]Swamp enemy revisions:[/p]
    • [p]Reduced the number of regular enemy Techs in the Swamp that are equipped with grenade launchers.[/p]
    • [p]Removed some weapons from enemy Techs who were equipped with three or four weapons.[/p]
    • [p]Reduced the number of grenade launchers on Bullfrog (the Swamp Boss) from two down to one in phases one and two, then from four down to two for phase three.[/p]
    • [p]Reduced the amount of time that Bullfrog is allowed to use his Grenade Launchers for in each phase.[/p]
  • [p]Reactor cost revisions:[/p]
    • [p]Set reactor cost for Albatross Big Propeller (32).[/p]
    • [p]Set reactor cost for Fly wing (16).[/p]
    • [p]Set reactor cost for Slipstream Narrow Frame (10).[/p]
    • [p]Reduced reactor cost of Wind Vertical Wingtip (12).[/p]
    • [p]Reduced the reactor cost of the Tail Wing (12).[/p]
  • [p]Added blocks for sale at the Forest Trader:[/p]
    • [p]Off Road 2M Wheel[/p]
    • [p]Medium Armoured Wheel 2M[/p]
    • [p]Voyager Wheel[/p]
    • [p]TX5 Lightning Gun (unlocked after beating Minotaur - Forest Boss)[/p]
    • [p]K-100 'Witchfire' Plasma Ejector[/p]
    • [p]Small Cargo[/p]
    • [p]4-Way Band Connector[/p]
    • [p]8-Way Long Symmetrical Connector[/p]
    • [p]Ablative Bumper[/p]
    • [p]Small Axle Two[/p]
    • [p]Versatile Axle Four[/p]
    • [p]Jaguar Frame[/p]
    • [p]Wolverine Frame[/p]
    • [p]Komodo Frame[/p]
    • [p]Four Wedge Hull[/p]
    • [p]L Side Panel Hull[/p]
    • [p]Z Strut Hull[/p]
    • [p]Four T Hull[/p]
    • [p]Explorer Side Contour[/p]
    • [p]Explorer Strut[/p]
  • [p]Added blocks for sale at the Ocean Trader:[/p]
    • [p]Navigator Cab[/p]
    • [p]MA-1 'Archer' Auto Gun[/p]
    • [p]Small Cargo[/p]
    • [p]Bastion Cargo[/p]
  • [p]Added blocks for sale at the Swamp Trader:[/p]
    • [p]Engineer Cab[/p]
    • [p]Spiked 3M Wheel[/p]
    • [p]Twin Light Rails[/p]
    • [p]Neon Strip Light[/p]
    • [p]Medium Cargo[/p]
    • [p]Bastion Cargo[/p]
    • [p]Small Flatbed is no longer a special purchase[/p]
    • [p]Armoured Pauldron[/p]
    • [p]Armoured Gorget[/p]
    • [p]Armoured Greave[/p]
    • [p]Armoured Bumper Small[/p]
    • [p]Armoured Bumper Medium[/p]
    • [p]Armoured Bumper Large[/p]
    • [p]Armoured Extender[/p]
    • [p]Armoured Sidepanel[/p]
    • [p]Armoured Sidewall[/p]
    • [p]Kestrel Frame[/p]
    • [p]Armadillo Frame[/p]
  • [p]Added blocks for sale at the Polar Trader:[/p]
    • [p]Centurion Cab[/p]
    • [p]T12 Coaxial Cannon[/p]
    • [p]MA-202 'Trebuchet' Auto Plasma Gun[/p]
    • [p]S-101 'Zeus' Missile Launcher (unlocked after defeating Snow Leopard - Polar Boss)[/p]
    • [p]Large Cargo[/p]
    • [p]Bastion Cargo[/p]
    • [p]Medium Flatbed[/p]
  • [p]Added blocks for sale at the Desert Trader:[/p]
    • [p]Juggernaut Cab[/p]
    • [p]C.R.A.B XL Cab[/p]
    • [p]Harvester Cab[/p]
    • [p]Bastion Cargo[/p]
    • [p]Hopper Axle Four[/p][p][/p]
[h3]Additional graphics settings[/h3]
  • [p]Additional settings to cap FPS at 90, 120 and 144.[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Players can now hot swap their Techs in multiplayer.[/p]
  • [p]Fixed missing thumbnail icon in Tech Yard trader UI.[/p]
  • [p]Licensed blocks from the world can be drag and dropped to the Tech Yard Storage now.[/p]
  • [p]Fixed bug preventing all blocks in the Xpedia from being selected.[/p]
  • [p]Crafting progress bar now clears when you cancel a recipe.[/p]
[h3][/h3][p][/p][p]Until next time, Prospectors![/p][p]- The TerraTech Worlds Team
[/p]

Patch Notes for Update 0.6.5

[p]Hi there prospectors,[/p][p][/p][p]Here's the new stable update with a few more game balancing revisions, more graphics settings, UI improvements and bug fixes.[/p][p][/p][p]Thanks as always for the invaluable feedback and bug reporting and we hope you enjoy playing this update.[/p][p][/p][h3]Game Balancing[/h3]
  • [p]Reduced the maximum number of simultaneous connections for each power pylon to 3.[/p]
    • [p]Leaving them with infinite connections looked very messy when the range was increased from 50m up to 300m, as all placed pylons suddenly connected to each other.[/p]
  • [p]Reduced the intensity of the Light Pole and Rugged Light structure light.[/p]
  • [p]Increased all boat block health by at least 200 HP.[/p]
  • [p]Increased all flight block health by at least 100 HP.[/p]
  • [p]Increased the amount of Organics produced in the Hydroponics Lab up from Organics x4 per Saline Canister x1 up to Organics x10.[/p]
  • [p]Fixed up error in the Mk I scanner description and added clarification for other scanner descriptions (that Petroleum is the same as Oil Wells).[/p]
  • [p]Crafting recipe revisions:[/p]
    • [p]Reduced the recipe for Aluminium Ingots in the Smelter from Aluminium x3 to Aluminium x2[/p]
    • [p]Reduced the recipe for Iron Ingots in the Smelter from Iron x3 to Iron x2[/p]
    • [p]Reduced the recipe for Copper Ingots in the Smelter from Copper x3 to Copper x2[/p]
    • [p]Reduced the recipe for Gold Ingots in the Smelter from Gold x3 to Gold x2[/p]
    • [p]Reduced the recipe for Lithium Ingots in the Smelter from Lithium x3 to Lithium x2[/p]
    • [p]Reduced the recipe for Titanium Ingots in the Smelter from Titanium x3 to Titanium x2[/p]
    • [p]Reduced the recipe for Carbon Fibre in the Processor from Organics x3 to Organics x2[/p]
    • [p]Reduced the recipe for Silicon Wafer in the Processor from Silicate x3 to Silicate x2[/p]
    • [p]Reduced the recipe for Gold Wiring in the Processor from Gold Ingot x5 to Gold Ingot x2[/p]
    • [p]Reduced the recipe for Copper Wiring in the Processor from Copper Ingot x5 to Copper Ingot x2[/p]
    • [p]Reduced the recipe for SynCoal in the Processor from Organics x3 and Saline Canister x1 to Organics x1 and Saline Canister x1[/p]
    • [p]Reduced the recipe for Diesel Drums (Bio-Diesel) in the Fuel Refinery from Organics x21 to Organics x10[/p]
    • [p]Reduced the recipe for Sulphur Cakes in the Fuel Refinery from Acid Flask x10 to Acid Flask x5[/p]
    • [p]Reduced the recipe for Sodium Powder in the Fuel Refinery from Saline Canister x5 to Saline Canister x3[/p]
    • [p]Reduced the recipe for Synthetic Polymer (and Petro Coke) in the Chemical Plant from Petroleum Barrel x10 to Petroleum Barrel x5[/p]
    • [p]Reduced the recipe for Sulphur Cakes (and Saline Canisters) in the Chemical Plant from Acid Flask x9 to Acid Flask x5[/p]
    • [p]Reduced the recipe for Sodium Powder in the Chemical Plant from Iron x1 and Saline Canister x10 to Iron x1 and Saline Canister x5[/p]
    • [p]Reduced the recipe for Photovoltaic in the Combiner from Sodium Powder x5 and Silicate x5 to Sodium Powder x2 and Silicate x2[/p]
    • [p]Reduced the recipe for Polyplastic in the Combiner from Synthetic Polymer x6, Silicon Wafer x6 and Copper Wiring x3 to Synthetic Polymer x3, Silicon Wafer x3 and Copper Wiring x1[/p]
    • [p]Reduced the recipe for FerroSteel in the Combiner from Iron Ingot x5 and Petro Coke x5 to Iron Ingot x2 and Petro Coke x2[/p]
    • [p]Reduced the recipe for Hydrofluoric Vials in the Combiner from Acid Flask x5, Fluorine x5 and Silicate x1 to Acid Flask x2, Fluorine x2 and Silicate x1[/p]
    • [p]Reduced the recipe for Phasic Wiring in the Combiner from Copper Wiring x5 and Photovoltaic x5 to Copper Wiring x2 and Photovoltaic x2[/p]
    • [p]Reduced the recipe for Charging Cells in the Combiner from Lithium Ingot x5, Sulphur Cake x3 and Gold Wiring x2 to Lithium Ingot x2, Sulphur Cake x1 and Gold Wiring x1[/p]
    • [p]Reduced the recipe for Oxoacid in the Combiner from Chlorine Ampule x5 and Sulphur Cake x5 to Chlorine Ampule x2 and Sulphur Cake x2[/p]
    • [p]Reduced the recipe for Tetratanium in the Combiner from Titanium Ingot x5 and Fluorine x3 to Titanium Ingot x2 and Fluorine x1[/p]
    • [p]Reduced the recipe for the Ammo Mills down to Iron Ingot x4  and Lithium Ingot x1[/p]
    • [p]Reduced the recipe for the Large Concrete Foundations down to Iron Ingot x1 and Debris x7[/p]
    • [p]Reduced the recipe for the Small Reserve Power Cells down to Silicon Wafer x6 and Copper Wiring x10[/p]
    • [p]Reduced the recipe for the Medium Reserve Power Cells down to Titanium Ingot x5, Chlorine Ampule x2 and Synthetic Polymer x2[/p]
    • [p]Reduced the recipe for the Large Reserve Power Cells down to Photovoltaic x4, Titanium Ingot x9 and Charging Cell x3[/p]
    • [p]Reduced the recipe for the Debris Tumbler (previously the Nano Sieve) down to Carbon Fibre x8, Copper Wiring x2, Sulphur Cake x3 and Synthetic Polymer x12[/p]
    • [p]Reduced the recipe for the Liquid Extractor down to Carbon Fibre x7, Copper Wiring x2, Silicon Wafer x5 and Iron Ingot x6[/p]
    • [p]Reduced the recipe for the Diesel Power Generator down to ron Ingot x8, Silicon Wafer x10, Copper Wiring x3 and Carbon Fibre x15[/p]
    • [p]Reduced the recipe for the Fuel Refinery down to Iron Ingot x5, Carbon Fibre x10 and Copper Wiring x4[/p]
    • [p]Reduced the recipe for the Combiner down to Aluminium Ingot x5, Synthetic Polymer x3 and Chlorine Ampule x3[/p]
    • [p]Reduced the recipe for the T1 Hot Swap Module down to Iron Ingot x2 and Copper Ingot x1[/p]
    • [p]Reduced the recipe for the T2 Hot Swap Module down to Iron Ingot x5, Copper Ingot x3 and Aluminium Ingot x2[/p]
    • [p]Reduced the recipe for the T3 Hot Swap Module down to Iron Ingot x10, Copper Ingot x6, Aluminium Ingot x5 and Titanium Ingot x2[/p]
    • [p]Reduced the recipe for the T4 Hot Swap Module down to Iron Ingot x20, Aluminium Ingot x10, Titanium Ingot x5 and Gold Ingot x2 (no longer Gold Wiring)[/p]
    • [p]Reduced the recipe for the Lightning Rod (structure) down to Copper Ingot x2, Lithium Ingot x2 and Silicon Wafer x2[/p]
    • [p]Reduced the recipe for the HazMat Tech Wash down to Carbon Fibre x10, Silicon Wafer x6 and Tantalum x45[/p]
    • [p]Reduced the recipe for the Base Heater down to Titanium Ingot x6 and Sulphur Cake x4[/p]
    • [p]Reduced the recipe for the Climate Dome down to Copper Ingot x4, Photovoltaic x4 and Titanium Ingot x6[/p]
    • [p]Reduced the recipe for the Beacon Tower down to Iron Ingot x10, Hydrofluoric Vial x2 and Copper Ingot x1[/p]
    • [p]Reduced the recipe for the Liquid Silo down to Carbon Fibre x10 and Fluorine x4[/p]
    • [p]Reduced the recipe for the Wind Power Generator down to Iron Ingot x3, Petro Coke x6, Carbon Fibre x4 and Polyplastic x12[/p]
    • [p]Reduced the recipe for the Solar Power Generator down to Iron Ingot x6, Copper Wiring x4, Chlorine Ampule x1 and Photovoltaic x10[/p]
    • [p]Reduced the recipe for the Fusion Core Module down to Hydrofluoric Vial x5, Charging Cell x5, Tetratanium x7 and Diamond x1[/p]
[p][/p][h3]Additional graphics settings[/h3]
  • [p]Added anti-aliasing options; None, FXAA, TAA, TSR.[/p]
  • [p]Added checkbox to turn contact shadows off/on.[/p]
  • [p]Added gamma setting slider.[/p]
  • [p]Added setting for the percentage of the screen the game will be rendered at (50% - 100%).[/p]
  • [p]Added checkbox to turn screen effects off/on.[/p]
    • [p]e.g. water droplets when driving through water.[/p]
[p][/p][h3]User Interface[/h3]
  • [p]Improved UI to provide a clearer explanation of 2nd resources being crafted from a Chemical Plant.[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]The following list of bugs should now be fixed in this update:[/p]
    • [p]Resource descriptions were not showing for any of the recipe lists.[/p]
    • [p]Structures can disappear from a player’s death box in Classic mode after the player has died for a 2nd time.[/p]
    • [p]Orca cab buffs do not apply when floating in water.[/p]
    • [p]Buffs do not trigger on flying cabs.[/p]
[p][/p][h3]Localisation[/h3]
  • [p]More work-in-progress translations added for early game text for non-English languages.[/p]
  • [p]Corrections to current translated text that contain errors.[/p]
    • [p]Many thanks to the players who've helped identify translation errors:[/p]
      • [p]ZeVc[/p]
      • [p]zhiza[/p]
[p][/p][p]Until next time, Prospectors![/p][p]- The TerraTech Worlds Team
[/p]