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TerraTech Worlds News

Important Info: Deprecating Structures



Hello all, today we have a quick update for you about a sea of pink that you might soon be seeing within your games.

We have changed the AP layouts on most of the machines within TerraTech Worlds, in order to facilitate upcoming conduit and splitter/merger additions and changes. You will see these machine structure changes in the next TTW unstable build, which is currently due to be released later today (May 21st).

To make sure that old saves with big bases continue to work with our changes, we have kept the old structures in-game, and coloured them pink. You will still have access to them in your save games but you won’t be able to craft these older structures: you will only be able to craft the machines with the new AP layouts. This will give you the opportunity to fix your bases by replacing the old with the new, without having to remake any bases from scratch. We will eventually remove the old (pink machines) from the game but we will give you plenty of warning before this happens.



We'll have more detailed information about these new additions/changes coming with the upcoming patch notes, but we wanted to give you a separate heads up about this issue in particular, as we know seeing a sudden landscape of pink where once there was orange might be confusing!

Thank you, and keep an eye out later today for the full Unstable Patch Notes!

Dev Diary: State of the Game and Future Plans



Hello, Prospectors!

It’s been about a month since we’ve given you a proper look at what we’ve been working on here at Payload, as we’ve been busy making sure the recent patches and hotfixes went out without a hitch after the launch of Early Access!

We’re still hard at work on squishing bugs and creating brand new shiny things for the game, but we wanted to take some time today to talk about the current state of TerraTech Worlds, and to show you some of what you can expect to see in-game over the next few months.

[h2]State of the Game[/h2]

As it’s been a little while since we’ve checked in with you, we wanted to give you a quick overview of the current state of TerraTech Worlds.

Since launching in Early Access in March, we’ve been listening to your feedback and suggestions from Discord, Steam Discussions threads, Reddit, Twitter and our Feedback Website, and the Community team has been working in tandem with the Development/Design teams to make sure that all issues, queries and suggestions are passed on to the appropriate Payload developers.

Whilst we can’t list every single thing we’re working on here (mostly because it would be an incredibly long post that would become someone’s full-time job to write!), we’re mostly focusing development around the following areas, based on the feedback we’ve been seeing:

  • Grind: resource spawn rates, resource health and item stacking.
  • Tech Limits: cab capacity, build size and Tech Repairs.
  • Awkward Blocks: limited attachment points and block shapes.
  • Automation: limited conduits, and unclear power information.
  • Onboarding/Tutorials: confusion around reward claiming and some game features not being overtly explained in the tutorial.

We’re committed to continuing to updating the game using Community-driven development, and here are just a few of the most recent updates/changes that have been made based on your direct feedback:

[h3]Grind[/h3]
  • We’ve already reduced resource health, recipe costs, crafting times and adjusted some power settings, as well as increased resource yields, item stack sizes and block/ammo drops.
  • We’re now reducing more recipe costs and increasing more item stack sizes, and we also have plans to improve the flatbed and reintroduce the seam scanner into the game.

[h3]Tech Limits[/h3]
  • We’ve already added different Cabs with larger Cab Capacities, as well as reduced Reactor costs for some blocks. With 0.2, we also increased the Tech Size Limit from 16x16x16 to 32x32x32, and added in Fusion Cores.
  • We’re now working on creating items that help you further expand Tech limitations–more info on this coming soon!

[h3]Awkward Blocks[/h3]
  • We’re working on adding new blocks with more APs on them, as well as planning to add more APs to existing blocks in the future. (The first set of these was added in the recent 0.2 update!)

[h3]Automation[/h3]
  • We’ve already fixed batteries and sped up the way that conduits work, as well as added new animations to help you understand when machines are powered/working. We’ve also changed the way that power consumption works, so that machines no longer consume resources when idle.
  • We’re now working on adding splitters, mergers and filters, simple conduit placement and direction flipping, in order to improve the overall efficiency of automation. (More on some of these below!)

[h3]Onboarding/Tutorials[/h3]
  • We’ve added automatic reward collection for some objectives and increased BB reward amounts.
  • We’re now working on updating the Objectives Panel to make it easier to use, and will most likely overhaul this menu completely in the future. Additionally, we're integrating the tutorial into the main game and removing the separate tutorial planet. We’re also building contextual tutorials that teach you about all sorts of mechanics at relevant points throughout the game, so you’ll get the chance to explore at your own pace whilst also getting tips to help you along the way.

Now, let’s take a look at some of the other things we’re working on!

[h2]T-Junctions, Conduits and Splitters/Mergers[/h2]



This has been a big topic of discussion internally, as we’ve been reading a lot of comments mourning the loss of the ‘T-Shape’ piece from the early demo version of TerraTech Worlds.

Whilst the simple answer to this might seem to just be ‘Put it back in, Payload! Duh!’, we’ve actually been working on some splitter/merger type pieces which will both function as a ‘T-Shape’ piece and also provide other much-needed functionalities within TerraTech Worlds. Because of this ongoing discussion between devs, we’re asking you to wait just a tiny bit longer before we debut these, and show you what we’ve been working on, but we think it will solve some of the shape-based issues whilst also bringing new conduit flow features to the game.

We’re very keen to take our time with Community-flagged queries and desires, and to make sure that we’re thoroughly investigating and testing all possible directions before anything makes it to the game. This is why, instead of simply adding the ‘T-Shape’ back in, we’ve been focused on the root of the problem that you’ve been raising with us, and working on coming up with the best solution that isn’t necessarily just the easiest or most obvious thing to do.

We can tell you a little bit about what will be coming as a result of these internal design discussions, though, and tell you that we’re currently re-working the idea of Inputs & Outputs as a whole.

We're moving away from the "Inputs on the left" and "Outputs on the right" concept and focusing on a more direct correlation between the machine's Conduit APs and the machine's "inventory slots".



On top of that, we are currently working on seven (number subject to change!) types of advanced Conduits:

  • 3-Way Alternating Splitter: a Splitter that players connect to with Conduits which pushes items through its 3 Outputs in an alternating fashion.
  • 3-Way Priority Splitter: a Splitter that players connect to with Conduits that pushes items through the Input and down to the 3 priority-based Outputs.
  • 3-Way Alternating Merger: a Merger that players connect to with Conduits that collects items through its 3 Inputs in an alternating fashion and pushes them down the Output.
  • 3-Way Priority Merger: a Merger that players connect to with Conduits that collects items through its 3 fixed priority Conduits, and pushes said items down the Output.
  • 4-Way Alternating Junction Box: a more "dynamic" node-type structure that can Merge and/or Split, depending on how the Conduits to and from the machine are setup.
  • 3-Way Splitter (Target) Filter: a Splitter similar to the 3-Way Alternating Splitter except the player can configure it to filter the Outputs depending on the item placed on the available slot.
  • 3-Way Merger (Target) Filter: a Merger similar to the 3-Way Alternating Merger except the player can configure it to filter the Inputs depending on the item placed on the available slot.

Bear with us, and we’ll have a more thorough Dev Diary update on this coming within the next few days, which will include a more detailed look at upcoming splitters/mergers and conduits.

[h2]Planet Settings[/h2]

Another thing we’ve been talking about is how to best facilitate different play styles throughout TerraTech Worlds: some of you are pro 360 noscope pewpew experts who can take down our mini boss in just a few hits, whilst some of you would rather spend your time mining and foraging your way across the gentle rolling hills.

There’s no wrong way to play TerraTech Worlds, and we think one of the best ways to allow you to customise your games but still have a balanced experience is through Planet Settings, where you’ll be able to choose from the following options (all very much still in-development/subject to change!) when starting a new game:

Explorer: for those who want a friendlier experience, and are focused on harvesting resources, growing structures, and taking their time to explore the open road.

Prospector: this is pretty much the experience you’re having in-game now (as of May 2024). If you’re happy with the spawn rate of resources and the chonkiness of enemies as they are now, choose this option!

Pioneer: for any of you who are finding enemies too squishy, and the harvests too plentiful. Choose this option to make enemy Techs hit harder, and resources more sneaky.

1st Wave: this is for those who really love a challenge. Good luck out there.

Custom: this option is for anyone who wants to tweak with any of the default planet settings. Playing God is fun!

These settings can be changed at any time (after loading into the planet for the first time) from the Planet Select screen, so you can change your options whenever you want, without having to restart your game from scratch.

More information about Planet Settings will also be coming soon, and you’ll see these options in-game before the summer!

And finally, we have one last thing to show you...

[h2]"I don't like sand. It's coarse and rough and irritating and it gets everywhere.”[/h2]

[previewyoutube][/previewyoutube]
Talk to you soon, Prospectors!

Patch notes for Update 0.2!

Hello all!

We have a big update for you today!

Here are the latest Patch Notes for update 0.2 that's just gone live for everyone.

Please also be aware that new structures, such as enemy bases, will not show up in old saves. You will need to create a new save in order for these to exist in the world.

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
  • The Medium Auxiliary Reactor licence is no longer offered as a reward for completing the Expert: Launch Rare Resources objective
  • Players using gamepad are now able to rotate Blocks by pressing Y. Pressing Y while not hovering over a block or any inventory UI will still bring up the Objectives tab (as reported here, thank you!)
  • Added a hint for players for when a Fusion Core is powered but not attached to 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 Vltrykin for flagging this!)
  • Reduced ammo cost of Coaxial Cannon to 1 from 2 because it now fires in series


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 increased 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!

Patch notes for unstable update 0.1.6.4

Hello again!

Here are the latest Patch Notes for update 0.1.6.4 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:
  • The Medium Auxiliary Reactor licence is no longer offered as a reward for completing the Expert: Launch Rare Resources objective
  • Players using gamepad are now able to rotate Blocks by pressing Y. Pressing Y while not hovering over a block or any inventory UI will still bring up the Objectives tab.

Please also be aware that new structures, such as enemy bases, will not show up in old saves. You will need to create a new save in order for these to exist in the world.

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.