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Dev Diary: Tech and Structure Skins



Hello, Prospectors!

We know a lot of you have been enjoying updating your Techs with different colours, to make your mark and stand out against the terrain - and we also know that you’re interested in being able to customise your Techs even further, with even more skin options.

Additionally, structure blocks have always just been orange, which is a beautiful thing if your favourite colour is orange, but if not, we imagine you’ve been crying out in anger every time you have to load your carbon into that orange monstrosity of a generator.

Fear no more, orange haters, because you’ll soon be able to update your structure blocks to the same set of colours as your Techs, so you can match your wheels to your Workbench!

Additionally, we’ve updated the default colour of structure blocks to yellow, so when you jump into your game, you’ll see your buildings will be a bright new yellow hue. You can change back to the same shade of orange in just a couple of clicks though, if you prefer the old orange colour scheme!

And, more importantly: we’re adding a whole host of new skin options which can be applied to both Techs and structure blocks, meaning you’ll soon be able to completely change the look of your bases and Techs within TerraTech Worlds.

Let’s jump into the good stuff and show you just what we’ve been working on!

Tech and Structure Customisation


[h2]Basic Skins
[/h2]

A Basic Tech skin is a set of visual customisations that can be applied to any Tech. A basic skin includes:

Primary Colour: the main/most prominent flat colour, pre-selected parts of the block will get this flat colour.

Secondary Colour: the second most prominent flat colour (applied to other pre-selected sections of the block)



We’re going to be adding more Basic skins to TerraTech Worlds to give you a greater selection of colours to choose from when customising your Tech or structures.

[h2]Advanced Skins[/h2]

Advanced skins are a little more complex than the Basic ones. Whilst Basic skins are made up of just two basic flat colours, Advanced skins will feature patterns, decals etc on them, as well as a multitude of colours. (In 0.4, we’ll just be starting off with various colours and patterns whilst we work on decals for 0.5!)



Advanced skins offer a palette of different colours that can be used as either primary, secondary or accent colours for customising blocks.

We’ll be adding this new skin type to the game with the release of 0.4, so you won’t need to wait too much longer to check out this first wave of Advanced skins!

[h2]Obtaining and Applying Skins[/h2]

In terms of how to get these skins, you’ll still have access to the full range of eight currently-available Basic skins just by playing the game, as well as three new Corporation-themed Advanced skins.

Some skins will also be unlocked via in-game progress, eg. as rewards for completing certain missions, though we won’t be adding these skin rewards until 0.5. We’ll provide more information on this soon!

We also want to make it clear that we won’t be charging any additional real-world money for skins during TerraTech Worlds’ Early Access period.



You can select both Basic and Advanced skins from the Skins Menu:

  • The left panel shows the library of skins available to you.
  • Once a skin from the library is picked, it appears held on the cursor and your cursor will automatically switch to the skin brush tool.
  • Now you can left-click to apply the skin to an individual block on the Tech or structure that you are mousing over.
  • Alternatively, you can hit shift+left click to apply the skin to the whole Tech or structure clump that you are mousing over.
  • The “No Skin” option in the Skin UI can be used to restore defaults


[previewyoutube][/previewyoutube]

For more in-depth customisation, with the pattern tool selected, you can do the following:

  • Hold ‘Shift’ down

  • Use the WASD keys to rotate and resize the pattern to where you want it to be placed over the Tech or structure:

  • Hold AD to rotate the pattern and WS to rescale the pattern
  • QE will switch the direction of the pattern
  • Alt + any of the WASD keys will move the pattern
  • F will flip the pattern

  • Left click and the pattern will be placed as shown on the ‘floating’ preview

Starting from 0.5, every skin will be obtainable by in-game methods such as completing objectives or defeating mini-bosses. New Skins added in 0.4 will be available to all players by default from the Skins menu.

[h2]Future Plans[/h2]

We’ll do our best to have the majority of this polished and ready to go by 0.4., but there’s also a lot more we want to add in when it comes to customisation for TerraTech Worlds.

Some other things we’re looking to add in the future include:

  • Seasonal/thematic skins tied to special events/times of the year
  • Skins which replace block meshes (similar to some of the skins in TerraTech)
  • More/different ways to unlock skins

That’s all for now, please let us know in the comments below what you’d like to see in the future when it comes to customisation for TerraTech Worlds!

UPDATE 0.3 + 10% STEAM SALE EVENT!


Hello, Prospectors!

Come join Community members Dean, Cassie and Matt and Design Director Kris as we play TerraTech Worlds and celebrate Update 0.3s release!

Patch notes for Update 0.3 - now live!

Hello everyone - we're really pleased to share with you the patch notes for our latest update, 0.3.

Major Features

[h2]Planet Settings[/h2]
  • Another thing we've been talking about is how to best facilitate different play styles throughout TerraTech Worlds.
  • 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 when starting a new planet or when starting an existing planet, so you can change your options whenever you want, without having to restart your game from scratch.
    • 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).
    • Pioneer: for any of you who are finding enemies too squishy.
    • 1st Wave: this is for those who really love a challenge.
    • Custom: this option is for anyone who wants to tweak any of the default planet settings.
  • Settings that can changed include, but are not limited to:
    • Planet day length
    • Enemy Danger Level
    • Power Structure output levels
    • Weapons Use Ammo
    • Cab Reactor Limit


[h2]Aim Assist Weapons[/h2]
  • We have two new weapons blocks that will automatically target the closest enemy Tech or hostile flora in the weapon's range. This is independent of cursor based enemies.


[h2]Lock-on Functionality[/h2]
  • You can now use the ping system (middle mouse or R3, remappable in options) to ‘lock-on' to enemy Techs and hostile Flora. This is helpful for tracking techs at night or through terrain.
  • Aim Assist weapons will prefer lock-on targets over closer enemy targets when in range.


[h2]New Static Conduits APs[/h2]
This is phase 1 of our review of automation and crafting. Our next release will contain the much promised splitters and mergers. This release covers the first steps towards that piece of work. We have changed the conduit APs so they are static and match their corresponding UI slot. We have also changed the AP layouts on most of the machines so they are contained within a band that matches the UI.
  • We have removed the inputs/outputs columns as they were misleading in what they were showing, so each machine now has a fixed number of APCs (Conduit Attachment Points) and corresponding slots in the UI.
  • Each machine's APCs are “linked” with a visual marking that indicates their order (we call it “a band”) - which corresponds to the way the UI slots are arranged in the structure's UI.
  • If a APC has a conduit attached, the slot UI will display an element to further indicate whether it became an Input slot OR an Output slot.
  • When you hover over a slot's UI the corresponding APC on the machine will be highlighted.


[h2]Deprecating old structures[/h2]
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 them. 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. We will eventually remove the old (pink machines) from the game but we will give you plenty of warning.

[h2]New Tutorial[/h2]
  • The player is now introduced to the core game mechanics of the game with a new tutorial sequence.
  • We have removed the old tutorial planet and integrated the new tutorial into the start of Nibiru.


New Blocks

[h2]Tech Blocks[/h2]
  • The following blocks have been added to the current enemy population.
  • HV-30 ‘Hephaestus' Rotary Gun - multiple barrels for fast firing but requires power and ammo.
  • Aim Assist guns:
    • MA-1 Auto Gun - small weapon with a slow rate of fire but packs a punch
    • MA-202 Auto Plasma Gun - fast moving plasma is here.
  • Tactical Axle
    • Whenever any block takes damage, connected blocks gain +3 Turbo, Amplify and Superconductor for 10 seconds.
  • Split Weapon Mount
    • Provides +2 Recycle and +2 Superconductor to connected blocks.
  • Hydra Weapon Mount
    • Provides +3 Amplify to connected blocks.


[h2]Structure Blocks[/h2]
  • Nano Sieve - extracts trace amounts of resources from debris. This needs a lot of debris, so we've increased the stack size for debris to 600


Block Balance
  • General: Massive blocks are less heavy, many blocks have had their mass adjusted down.
  • General: Block health has been interrogated and increased where out of line. A rare few had health decreased.
  • General: Wheel weight allowances have been increased for all non-basic wheels.


Bug Fixes
  • We have removed the music when a rocket is launched. It was getting a bit too repetitive. We will rethink our approach to musical cues.
  • Trees won't spawn through your base when you upgrade to a new version of the game.
  • Reloading a save in a downed state no longer leaves you with just a cab upon respawn.
  • We have fixed a bunch of spelling and grammatical issues.
  • Better handle the case where we can't connect to EOS, so you can still play single-player if EOS is unreachable.
  • Enemies were not attempting to repair themselves….they should be now! Be warned.
  • We have fixed an issue where the sky would flicker between night and day depending on your camera angle.
  • We have fixed the Pulse Furnace so it functions properly in the Arctic.
    • It will no longer consume Heater Fuel rapidly in multiplayer.
    • It will now keep your Tech warm in multiplayer.
  • You can now see the Frost Regulator's dome when it's active in multiplayer.
  • The Frost Regulator will now function properly in multiplayer.
  • When hovering over a slot in the crafting menu, the corresponding conduit Attach Points will now highlight on the machine.
  • We have fixed an issue where players were getting a blank screen when joining a multiplayer game.
  • We have fixed an issue preventing players using gamepads to rotate blocks when they pressed Y
  • We have buffed the Minigun after listening to your feedback.
  • We have boosted the health of all cab types on enemy Techs.
  • We have fixed an audio corruption issue that could potentially lag and crash your game if you had multiple pulse furnaces.
  • Enemy Techs now repair faster, making them less invulnerable in battles.
  • Players are now told why they are unable to rebind a key if the new one is already being used.
Known Issues
  • Gamepad glyphs aren't present in the FTUE for the on-screen animations.
  • Players can softlock the tutorial by dropping blocks when using gamepad.
  • M-18 'Vindur' hint shown during FTUE before ammo is accessible.
  • Changing recipes in a crafting machine will take the resource from your Tech Cargo, even if it is present in the input already.

Patch Notes for Unstable Update 0.3.0-unstable.3

Hi everyone! Here are the patch notes for the latest update.

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.

Bug Fixes
  • We have fixed an issue preventing players using gamepads to rotate blocks when they pressed Y
  • Silos and crates at enemy bases are now full again. Sorry about that.
  • We have buffed the Minigun after listening to your feedback.
  • Hovering over an input/output slot on a crafting machine will now highlight the corresponding slot on the machine. It wasn’t working in the previous build.
  • We have boosted the health of all cab types on enemy techs.
  • We have fixed an audio corruption issue that could potentially lag and crash your game if you had multiple pulse furnaces.
  • Enemy Techs now repair faster, making them less invulnerable in battles
  • Players are now told why they are unable to rebind a key if the new one is already being used

Patch Notes for Unstable Update 0.3.0-unstable.2

Hi everyone! Here are the latest Patch Notes for update 0.3.0-unstable.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.

Here are the patch notes for the latest update:

Bug Fixes
  • We have fixed the Pulse Furnace so it functions properly in the Arctic.
    • It will no longer consume heater fuel rapidly in multiplayer.
    • It will now keep your tech warm in Multiplayer.
  • You can now see the Frost Regulators’ dome when it’s active in Multiplayer.
  • The Frost Regulator will now function properly in Multiplayer.
  • When hovering over a slot in the crafting menu the corresponding conduit AP will now highlight on the machine.
  • We have fixed an issue where players were getting a blank screen when joining a MP game.