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Patch Notes For Update 0.1.4 (4th April 2024)



Hi all!

Here are the latest Patch Notes for update 0.1.4 that's just gone live on TerraTech Worlds:

[h2]Bug Fixes[/h2]
  • The ‘Restore Grid Power’ button no longer overruns other UI elements
  • Fixed a crash that occurs when the last save is deleted from the ‘Load Game’ menu
  • Fixed a crash that occurs when moving your cab after a respawn
  • Fixed a crash that can occasionally happen when getting stacks of the corrosive debuff in the swamp.
  • Fixed a crash in multiplayer where the host and the client desync when floating/near water.
  • Names in credits no longer wrap around incorrectly
  • Fixed a crash that occurs when the automatic return of a structure block is blocked
  • Objectives now count as completed if performed retroactively
  • Fixed a crash that occurs when a Tech with flags and antenna is flying
  • Fragmenter now outputs all items at once instead of one by one, ensuring it no longer gets blocked despite there being enough space to continue fragmenting
  • Fixed a crash that occurs when joining a game where someone is holding a fragment in a tractor beam
  • Crafting machine inputs filled with resources no longer swap places when the player moves away
  • Crafting machine inputs are no longer slot-specific
  • Resource Laser SFX is no longer delayed
  • Fixed a crash that occurs when players are in their inventory
  • Fixed a crash that occurs when players try to rotate a dragging resource with the gamepad
  • Small Axle block can now be scavenged from enemy techs
  • Audio should no longer crash around the swamp biome using resource lasers

[h2]Balancing Updates[/h2]

[h3]Reactor Costs[/h3]
  • Reduced all reactor costs of all blocks by either 20% to 30% or one point, whichever is greater.

[h3]Combat[/h3]
  • Increased the kickback and knockback for all weapons that fire projectiles (basically everything except the Resource Laser and the Sirocco).
  • Increased the fuse time for the Meteor Cannon (increasing its range).
  • Reduced the spread for the Meteor Canon and the Aftershock Rifle (making them more accurate).
  • All weapons now re-fire continuously when their fire button is held, rather than having to be fired semi-auto style.
  • Enemies now take pauses whilst firing and have reduced accuracy to stop them from being too overwhelming.
  • The time taken to use a restore charge (repair) has been reduced from 1.5 seconds to 0.75 seconds.

[h3]Crafting[/h3]
  • Reduced the Debris to Carbon recipe in the Refinery down from 60 Debris for 9 Carbon to 10 Debris for 2 Carbon.
  • Reduced the Debris to Carbon recipe time to craft from 3 seconds to 1 second.
  • The Fragmenter’s yield multiplier has been increased from 1.5 to 2.
  • The tick transfer speed of the Conduits has been sped up from 1 to 0.25.
  • Reduced the crafting costs/ingredients for both the Medium and Large Silos, both now only require Aluminium and Carbon (or refined variants thereof).

[h3]Cargo/Inventories[/h3]
  • Stack sizes of all raw resources increased from 30 to 60.
  • Reduced the cargo slot sizes of some blocks and structures (some blocks and structures that were 2x2, now only take up 1x1 in the cargo, silos or crates).

[h3]Objectives[/h3]
  • Added several new resource delivery and defeat enemy objectives.
  • Increased the rewards for completing all delivery missions in the resource objective track, they now offer between 100 to 1000 BB per objective.
  • Added a new objective to remind players about claiming rewards for completed objectives to obtain the required block licence ahead of the ‘craft a small battery’ objective.
  • Added a new objective to help players gather Chlorine ahead of the ‘craft a small battery block’ objective.
  • The C.R.A.B. Cab is now unlocked from the eighth 'Destroy Enemy Techs' mission in the 'Security' objectives tab.

Thanks all: please feel free to leave a comment below or head over to the Steam Discussions page to talk about this latest update!

Important Update Patch Notes (Now Live)

Hi everyone - as promised, the larger update that we mentioned is now live. We do have further updates planned for TerraTech Worlds, including further game balancing and bug fixes, and we’ll share more on those ideally this week.

Before getting into this, we do just want to say thank you for the positivity and support sent our way after Monday’s update. We really appreciate you sticking with us, and we hope that pays off as we continue our Early Access journey together.

Now, about this update…

[h3]Resource Harvesting[/h3]
Reduced health for trees, boulders, Hematite, and Cuprite
Boulders now only yield Debris.
Added Quartz (Silicon, Gold) to all forest areas, not just the blue forest as before (this change will re-add all resource givers across the planet in ongoing saves, meaning previously harvested resources will be back again).
Halite is less scattered throughout the coastline, but abundant near Lightning Trees.
Decreased the power consumption for the Resource Laser from 10 units of power per second to 6.5 so it can be fired for longer
Reduced the amount of heat generated by the Resource Laser to make it harder for players to overheat when using them. They were generating 0.5 degrees per second when fired, they now generate 0.2 degrees per second when fired.
Sped up processing times for the Fragmenter
Increased the resource yield for the Fragmenter


[h3]Cost reductions[/h3]
Carbon now burns in Carbon Generators for 1 min (up from 20 seconds), Refined Carbon burns for 5 mins, Pure Carbon burns for 30 mins.
Cost to craft Heavy Ammo reduced from 1 Refined Iron + Refined Copper to 2 Iron + 2 Copper
Cost to craft Plasma Ammo reduced from 1 Refined Aluminium + 1 Refined Copper to 1 Refined Aluminium + 2 Copper
Reduced the crafting time for all ammo and consumables
  • Light Ammo 3 seconds
  • Heavy Ammo 5 seconds
  • Plasma Ammo 8 seconds
  • Grenade Ammo 10 seconds
  • Missile Ammo 15 seconds
  • Rocket Fuel 5 seconds
  • Heater Fuel 5 seconds
  • Wash Solution 5 seconds
Increased Light Ammo drops from enemies from 0-30 to 0-100
Decreased the recipe costs for the Block Fabricator so it now costs 5 Refined Aluminium and 5 Refined Copper to craft
Decreased the amount of Refined Aluminium needed to craft the Heavy Hauler Cab from 40 to 30

[h3]Enemy Block drop rates[/h3]
Increased block drop chance from all enemies.

[h3]Storage[/h3]
Increased the default Tech Yard block storage amount to 200, up from 100.
Tech Yard Storage expansions also offer 200 increased block storage, up from 50.

[h3]Larger Tech builds[/h3]
Cab Reactor Capacities and Efficiencies have been increased across the board, significantly more so for later-game cabs:
  • Scout Cab - Reactor Capacity: 100 -> 125, Cab Efficiency: 80 -> 100, Total: 180 -> 225
  • Navigator Cab - Reactor Capacity: 100 -> 125, Cab Efficiency: 100 -> 125, Total: 200 -> 250
  • Engineer Cab - Reactor Capacity: 100 -> 140, Cab Efficiency: 160 -> 220, Total: 260 -> 360
  • Centurion Cab - Reactor Capacity: 120 -> 180, Efficiency: 140 -> 220, Total: 360 -> 400
  • C.R.A.B. XL Cab - Reactor Capacity: 160 -> 260, Cab Efficiency: 40 -> 140, Total: 200 -> 400
  • Heavy Hauler Cab - Reactor Capacity: 180 -> 320, Cab Efficiency: 20 -> 80, Total: 200 -> 400
  • Harvester Cab - Reactor Capacity: 150 -> 280, Cab Efficiency: 50 -> 120, Total: 200 -> 400
Modified built-in cab cargo sizes across all cabs. Some are the same, some have had their cargo sizes increased. The distribution is now as follows:
  • 8x3 for the Scout
  • 8x4 for the Navigator, Centurion, C.R.A.B. XL, Engineer
  • 8x5 for the Heavy Hauler and the Harvester



[h3]Camera [/h3]
Reduced the default camera height from 550 down to 300
Allowed players to lower the camera focus with a slider
  • The new default behaviour is to adjust the camera height value automatically as you zoom in and out, to keep your Tech in the frame. There is a tick box in the options to turn this behaviour off, in which case you get a camera height slider to raise or lower it to your preference.



[h3]Onboarding[/h3]
Moved the objective to craft a block fabricator from the base objectives track to the certification one and added an objective that asks players to claim a reward to ensure players know how to claim rewards and have claimed the block licence for the small cargo
  • These both auto-complete if they have already been done


[h3]Stability[/h3]
Fixed various crashes reported to the crash reporter
A warning now displays if Steam libraries have become corrupt
Enabled crash reports for dedicated servers
Users are now notified if they’re kicked from a session, rather than just seeing ‘Connection Lost’
Prevented crashes caused by a discrepancy between client and server transforms when techs desync
Fixed some blocky shorelines
A message is now shown to the player and a forced exit given if if their CPU does not support required AVX instructions

Important Update for TerraTech Worlds

Hi everyone. First of all, thanks for sticking with us over the weekend - we were reading and listening to all of your feedback, and we really appreciate everyone who took the time to leave such detailed comments. It’s been very helpful, and as a studio that practises community led development, your input is incredibly important for us.

First of all, in case you missed it, we released a hotfix on Friday to fix the issue that caused the game to crash when players were taking a snapshot. If you were experiencing that, it should no longer be a problem.

But what about everything else?

[h2]HERE’S OUR PLAN.[/h2]

Today (25th March) we have just released a critical fix update to address a number of crashes and freezes that players have been experiencing. This was a small but urgent update, and we wanted to make sure that we get this out as soon as possible. You can view this here for all the details.

[h2]But then what?[/h2]

Following that, we’re going to release an update to address a number of balancing and gameplay issues that we’ve seen reported.

We’re aiming to get this out this week, but we will give you more firm timings when we’re confident on delivery.

There are a few key issues that we’re focusing on here. One is resource harvesting - we want to reduce the grind in the early game as we know this has been a big issue for a lot of you. We also want to allow you to create larger Tech builds, and finally fix the camera height (we’ve definitely heard you on that front)!

TerraTech Worlds places a greater focus on resource harvesting, handling and processing, but the previous balance was too slow overall and included some significant pain points like the small amounts of silicon in boulders. We’ve taken steps to take the sting out of it in lots of ways and we’ll continue to refine this balance as we get more feedback.

We have also planned several methods for players to be able to expand Tech build sizes throughout the game. Unfortunately, the first method, Aux Reactors, had to be removed following demo feedback (constant fuel consumption was problematic) and was not able to be reintroduced with a new cost before EA launch (it will occupy a restore instead), they will be back soon.

One of the other methods is the addition of different unlockable cabs with more reactor limit and efficiency points. To address this, and to allow larger tech builds, we’ve raised the individual and combined values for reactor limits and efficiency points. This should allow for greater scale and variety amongst starter techs. More methods will follow.

These aren’t the only updates we’re planning, so if your issue isn’t in here, that doesn’t mean we aren’t aware of it. We plan to continue improving the game with your feedback in mind, and to keep you aware of our plans in the coming weeks.


So what’s going to be in the next update?

[h3]Resource harvesting[/h3]

Reduce health for trees, boulders, hematite, cuprite
Remove silicon from boulders and add quartz to the starting area (this will also re-add all resource givers across the planet in ongoing saves, meaning previously harvested resources will be back again)
Reduce the power consumed by resource lasers to allow players to use lasers for longer and reduce lasers causing overheating
Speed up processing times for the fragmenter
Increase the resource yield for the fragmenter
Allow carbon to burn slower in carbon generators
Decrease the ingredient costs of light, heavy and plasma ammo
Reduce the crafting time for all ammo types
Increase enemy ammo drops
Decrease the recipe costs for the block fabricator
Decrease the recipe cost for the Heavy Hauler cab (that required 40 x refined aluminium, when the stack size was 30 making it uncraftable)
Increase the block drop rates from enemies (back to demo levels)
Increase the default Tech Yard storage and make each expansion larger

[h3]Larger Tech builds[/h3]

This is also some feedback we’ve heard pretty unanimously! We want the game to be fun and we want to improve your experience, so here are our plans for this:

Increase the combined limit of all cabs (early ones by a bit, late game ones by more)
Increase variance for built-in cab cargo across the cab range

[h3]Features/Content[/h3]
  • Camera height
    • Lower the camera focus down by default
    • Auto-reduce the height of the camera as it zooms in
    • Allow players to change the camera focus with a slider
  • Add the block crafter task to the certification (default) objective track (as a duplicate mission to avoid messing with old saves, will automatically complete if you have previously built one)
  • Add an objective that asks players to claim a reward to ensure players know how to claim rewards and have claimed the block licence for the Small Cargo (again auto-complete if this has already been done)

To give some context on why the camera height issue was introduced, it’s because tree canopies and base roofs were blocking the camera in the demo. We fixed that by zooming the camera in when objects blocked your view - however, that affected the position of the aiming reticule which in turn affected combat. This meant we had to refocus the camera to have the reticule in the centre, allowing for the zooms without affecting aim. Unfortunately, this refocusing then caused the raised camera issue.

Finally, we just want to say thank you again for trying out TerraTech Worlds and sticking with us. Early Access is a journey that we’re on together and as mentioned above, your feedback and support is vital during this time. We’re doing everything we can to improve your experience, and please continue to leave your comments and feedback!

Critical Fix Now Live

We’ve just released a critical fix update to address a number of crashes and freezes that players have been experiencing. This is a small but urgent update, and we want to make sure that we get this out as soon as possible. This includes:

- Fixing the issue where players can’t interact with the inventory when HideUI option is enabled
- Fixing a crash that occurs if a cargo block is shot off your Tech while you’re firing an ammo-using weapon
- Fixing a crash that can occur when a cab (or Halo Relocator) is shot off a Tech at the same time as the halo is turned off
- Fixed an issue where launching a New Game fails and takes you back to the Main Menu (for those running the game from a network drive).
- Fixed a crash that can occur if loading a save with an active fragmenter


We also want to say how much we appreciate the feedback we’ve seen from you over the weekend - we have been listening to everything you’ve been saying and are acting on that feedback. Later today we will have more to share about a forthcoming update that is more directly focused on game balancing, feature changes and much more. This is just the beginning - more to come soon.

New hotfix live for TerraTech Worlds

We have just pushed live a hotfix to address the issue of the game crashing when some players take a snapshot. This should now be fixed.