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TerraTech Worlds News

Patch Notes for unstable update 0.6.0-unstable.2

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

Please note: This update is on Steam beta branch ttw_unstable - Work-in-progress version

Bug fixes
  • Fixed non-functional attach points on the Zephyr 1.5m wheel block.
  • The previous world, which is now redundant, has been removed from the planet select screen
  • Fixed a crash bug caused when lightning trees hit the seams of a resource giver.

Patch Notes for unstable update 0.6.0-unstable.1

Hi everyone!

Thank you for being so patient whilst we've been working on TerraTech Worlds. This update is a big one, and there will be more updates to come to this build over the coming months! Your old saves will not be compatible with 0.6. For the players that still want to play with their old saves, we'll set up and maintain a Legacy Steam beta branch for version 0.5 (please note that this branch won’t be receiving any further updates).

Please note: This update is on Steam beta branch ttw_unstable - Work-in-progress version

Now let's get into the fun stuff:

New Block Progression


[h2]Block Scavenging Rework[/h2]
  • Tech blocks are now scavenged from enemy Techs in a "Scavenged" state. These blocks can't be restored by a repair charge, and you can’t reskin them. They also look worn and rusty to signify their difference from a "Licensed" block and finally, when shot off your Tech, they will lay on the ground and must be manually picked back up again.
  • Licensed blocks have more health and can be reskinned. They are also always available from your Tech Yard, so you can't lose them!
  • To license a block, you now have to attach the appropriate Tech Yard module to your Tech Yard or visit one of the new in-game block traders.
  • Licensing a scavenged block costs $crip which you can earn from completing missions and sending resources into space via the launch pad. You can also sell unwanted scavenged blocks to the trader or by building a shop Tech Yard module at your Tech Yard.

[h2]Block Progression [/h2]
  • The new scavenging system meant we needed to rework how and where you get new blocks. They are now spread out over the four biomes and increase in "quality" and power as you progress further through the planet. Each biome will also have a set of blocks (including special blocks) which can be obtained via the biome's trader or the enemy Tech population. (We'll explain this concept a bit further in an upcoming Dev Diary, but for now, enjoy exploring and let us know if you have any questions in the comments below!)

[h2]New Cab Progression [/h2]
  • Lots of new cabs have been added to the game. We have also re-balanced the existing cabs to take advantage of new progression. These are available at the trader stations and each biome will introduce new, more powerful cabs which can be unlocked and purchased.
  • We've removed the concept of cab efficiency and re-balanced the efficiency points into the total reactor limit for each cab.
  • We have removed the overheating state when a Tech reactor is pushed over its capacity. If you push your Tech over its capacity then it will simply be inoperable.

[h2]Blockpedia[/h2]
  • All Tech and structure blocks can now be tracked via the Blockpedia. It will tell you which blocks have been discovered and licensed.
New 2D UI
  • We have removed the spatial UI. Players were having difficulty with legibility, as it was being affected by TAA (temporal anti-aliasing).
  • We took this opportunity to update the UI with new designs and improved functionality. This is still a work-in-progress with lots more UI updates coming soon!
Improved Building Controls


[h2]Structure Block Clipping (Structure Blocks)[/h2]
  • You can now turn on block clipping which will allow you to intersect structure blocks (this isn't available for Tech building). You can create some crazy art deco structures now.

[h2]Block Nudge[/h2]
  • We have added block nudge to the game, both for structure and Tech building. By holding CTRL you can nudge a block into a difficult spot if the block snapping isn't giving you your desired results.

[h2]Improved Block Snapping[/h2]
  • Blocks should be easier to snap together as we have been refining the snapping algorithm. We have also added a slight transition animation/lerp which has smoothed out the way blocks select and move to a different attach point.

[h2]Free Rotation Mode (Structure Blocks)[/h2]
  • You can now rotate a structure block around all its axes so you can get the perfect placement. You can toggle between block snapping and free placement modes.
  • You can now also raise and lower a block using the Z and X keys.

[h2]Planet / Terrain Block Alignment (Structure Blocks)[/h2]
  • We have added a button to align structure blocks to the planet or the terrain.

[h2]Driving With a Block[/h2]
  • You can now drive with a block on your cursor while in build mode. You can rotate blocks or hold down Shift to drive your Tech around.

[h2]New Camera Block Rotation Options[/h2]
  • We have added a number of new block rotation options for you to choose from. You can now change how blocks rotate based on camera type (forward, dynamic and local). Do play around with these settings and see what ones you like best.

[h2]New Platform Blocks[/h2]
  • A new selection of platforms have been added to the game. These include corner ramps and platforms with different attach point configurations.
Improved Tutorials
  • There has been further iteration of the tutorial to make it faster, simpler and easier to understand the core concepts of TerraTech Worlds.
Scanner Rework
  • We have changed how the resource scanner works. It has been removed as a default option on your cab. This is now a block you will have to find out in the wild or purchase from a Trader.
  • We have also simplified the scanner's behaviour and improved the UI so it should be far easier to understand and use.
Forest Biome Rework
  • The forest biome has been substantially reworked. The biome's layout has been updated to include new distinct areas (including a deadly lightning forest).
  • We have removed or smoothed a lot of the terrain that sometimes randomly destroyed your Tech.
  • There are lots of new environmental assets from new shrubs to larger rocky cliffs. There is even a new lightning shrub.
  • The forest faction's bases have been reworked to include the newer cosmetic blocks.
  • The enemy boss now has an exciting new weapon.
  • Lightning storms are now more frequent, but we have updated the VFX so the lightning strikes should be more obvious.
  • The Tech lightning rod doesn't need to be activated anymore. Once added to your Tech, it will give your Tech protection from lightning.
  • The structure lightning rod should once again generate power when hit with lightning.
VFX Improvements
  • We have added a brand new set of status effects VFX that signify when your Tech is affected by a particular debuff. These will sometimes have a full screen effect as well.
  • All the weapons VFX have had a polish pass to make them brighter and easier to identify. These also change based on block modifiers.
  • All the storms have had their VFX improved.
  • Each biome can now have its own atmospheric lighting setting so we have completed a pass to make the lighting more distinct across the planet.
  • All the Needle, Acid and Snowberries have had their VFX update.
Crafting, Automation and Resource Harvesting


[h2]Improved Crafting Progression[/h2]
  • As Tech blocks are no longer craftable, the whole crafting progression has been redesigned. New fabricators, combiners and other production line machines have been added to the game and spread out over the different biomes. They are also now only unlocked once you have discovered all the resources needed to craft them.
  • A large amount of new components have been added to the game to give the crafting a bit more flavour.

[h2]Structure Discovery and Researching[/h2]
  • Structures are now unlocked by Discovery, similar to blocks. When you find a resource that is part of a structure's recipe, the structure becomes discovered and can be found in the ‘Structures' section of the X-pedia. This reveals the details about the structure as well as the other ingredients needed to finish research on the structure. To craft a structure you must have found all the resources that make up the recipe.
  • This paces the number of structures to craft and helps you focus on the things you can craft but will tell you what else you need to find to craft the next structures. The Structure X-pedia is your helper in structure progression.

[h2]Crafting System Rework[/h2]
  • We have continued to iterate on the crafting system. We now make a distinction between manual crafters (one item at a time) and automated crafters (like a production line)
  • We have broken the link between the crafting UI and the conduit attach points on each machine. Now recipes will dictate how many inputs and outputs are required so any conduit attach point can be used in any order.
  • Automated crafters will only take resources that are needed for their currently selected recipe.
  • Recipes which you don't have the ingredients for are now greyed out on the crafter.
  • You can now select a recipe to track via the Blockpedia.

[h2]Resources [/h2]
  • We have reduced the amount of resource givers throughout the planet. However we have increased their size and the amount of materials that can be harvested from them. There are now also resources that are buried under the earth. You will need the appropriate scanner to find them though.
  • A bunch of resources have been renamed in line with the new crafting progression. Probably the biggest change is that Carbon is now called Organics.
Tech Yard Improvements


[h2]New Tech Yard Modules [/h2]
  • We have split out a bunch of functionality that used to sit on the Tech Yard so we can introduce it step by step. Things like repair charges and block storage now require their own modules to be attached to the Tech Yard.
  • Tech Yard block storage is now shared between Tech Yards.
  • We have added a module which will expand your Tech building area.

[h2]Claiming Tech Yards[/h2]
  • Tech Yards automatically claim themselves. You can thank us later.
Map
  • There have been some big improvements made to the map. You can now zoom in and out. Biomes have their own distinct colours and we have added more map indicators which show important information.
  • We have turned the fog of war back on which should help you find the areas of the planet you haven't explored yet.
Damage Types
  • We have added a new underlaying system which allows us to better manage weapon damage types. We have used this to introduce some subtle tweaks, for example, lightning will do more damage to your Tech when it is wet! Moving forward it will give us far more options when adding new weapons and resource harvesting lasers to the game.
  • As part of this work we added damage number indicators when attacking resources and enemy Techs with weapons/harvesters.
Achievements
  • We have added achievements to the game for you to master and unlock.
Optimisations and SDK Upgrades
  • We have been doing a huge amount of optimisations on CPU and GPU usage. We are hoping that you will see a big improvement in frame rate.
  • We have upgraded to the latest version of Unreal 5.4.
Notable Bug Fixes
  • We have improved the stuttering that occurs when multiple mergers are used in line.
Known Issues
  • Some attach points on the Zephyr Wheel 1.5m cannot be used.
  • There are text overrun issues in the controls screens for French and Spanish.
  • Recent text changes have not been localised yet for non-English languages.

Please let us know if you have any comments or questions, and remember that you can join us over on the TerraTech Worlds Discord server to chat with devs and get the most up-to-date info on the game!

Dev Diary: Updating the Roadmap



After we posted our last Dev Diary which detailed some of the things you’ll be seeing in the next TerraTech Worlds update, we’ve had an amazing response from you all: we’ve been answering lots of your follow-up questions over on the TerraTech Worlds Discord server, and continuing to work hard to bring you the next game update.

Today, we want to share our updated TerraTech Worlds Roadmap, which has a few changes and updates from the one you may have seen previously:



As you can see, we have ‘Reimagined Planet’ scheduled for autumn of this year, which replaces the ‘New Planet’ information you would have seen on the older Roadmap.

[h2]What are ‘Megastructures’?[/h2]

You might notice that we’ve also added ‘Megastructures’ to the Roadmap as part of the autumn 2024 update!

Megastructures are large structures which need the help of Prospectors like you in order to be completed: you’ll need to explore, craft and battle your way through a series of tasks in order to get them working again.

You can think of Megastructures like milestones for you to achieve in each biome, which will give you a large reward: Megastructures unlock buffs for the whole world (so everyone joining your game will benefit from them!)

You can see some (very early!) concept art ideas for them here:



More information about Megastructures will be coming soon!

[h2]Why has this been done?[/h2]

In our previous Dev Diary, we talked about all the important changes we’ve been making to improve TerraTech Worlds.

A lot of these changes directly affect the way the planet has to be built: for example, the changes to the early-game progression flow (i.e. all the stuff you’ll do in the first few hours of playing the game!) required major updates to how the forest and swamp are laid out. What we already had was working well for the previous iterations of TerraTech Worlds’ early game, but in updating the way we introduce the biomes to newer players, we needed to also change the layout of the biomes themselves to reflect this.

Additionally, after releasing our summer update, we received lots of amazing feedback about the desert biome, with lots of you talking about both the look and feel of the desert as being a ‘step up’ in terms of environments in TerraTech Worlds. We agreed, and knew that we wanted to bring the rest of the planet up to the same standard as the desert.

Both of these factors combined meant that remaking Nibiru became a necessity, and that we had to prioritise reimagining it over making an entirely new planet from scratch. We realised that if we had to make all of these changes anyway that we wanted to do it thoroughly, and make Nibiru the best it could be.

The reimagined planet will look familiar to those of you already playing, but most of the terrain, plant life and resources have been moved, along with new enemy bases & behaviours, new or moved points of interest, and a completely reshaped coastline to support the new upcoming boat Techs. (Apologies in advance to all of you dedicated map-makers out there!)

This is a huge piece of work for us so we want to make sure that we nail it before we start working on new planets.

We hope you’ll agree that getting the fundamentals of the planet right is a higher priority than making more stuff…however, we’re also aware that new stuff is always fun and exciting, and once we’re happy with Nibiru, we’ll be getting started on that new planet ASAP!

[h2]When will the autumn update be released?[/h2]

We’re still on track to release an Unstable build within autumn, but the Unstable build will work a little differently than previous ones: because this next TerraTech Worlds update is significantly larger than any we’ve put out before, we’ll be releasing several versions of the Unstable branch over the next few months.

We’ll begin with an Unstable branch which includes some of the features we’ll be bringing to the autumn update, and continue to update the build with more features over the subsequent weeks.

The Stable branch will follow later on: the date that this releases will be dependent on the feedback we receive from Unstable players, and the changes/additions/rebalances we feel we need to make based on both this feedback and our own development goals.

We’ll continue to keep you updated as we work towards releasing the next update for TerraTech Worlds: please feel free to leave any questions below, or join us over on Discord!

Until next time, Prospectors!

Dev Diary: Autumn 2024 State of the Game Update



Hey, Prospectors!

We’ve been hard at work continuing to develop TerraTech Worlds but it’s been a little while since we’ve given you an update on exactly what we’ve been doing, and the state of the game in general.

We’ve had questions about why we haven’t released an Unstable build recently, which is a fair question considering that just a few months ago, we were releasing one pretty much every two weeks.

Since the end of the summer, we’ve moved into a new phase of development. Back at launch we had to be very reactive, prioritising fixes and high impact, quick turnaround changes. Then we had the Summer Sale event season, with several events in the calendar, keeping us in a constantly-releasing state (making it hard to take on large scale tasks).

But now, we’ve had time to step back a bit, digest feedback and start on some longer term work, shifting focus from quick fixes to deeper issues that take longer to address. This is why you’ve seen the releases slow down.

There has been a lot to factor into this work! We’ve had a lot of feedback, both positive and negative. Some of it confirmed things we already knew, some surprised us a bit, but all of it was incredibly useful - and by now we’ve had time to put all of this together, boil it down together with our own ambitions for the game and come up with a new development focus, which we have been working away on since the summer.

We’re now approaching the point where we’re ready to start showing things, so we wanted to start by explaining the rationale so you’ve got some idea of what to expect.

We’re currently working towards November for the next update release, with an Unstable build coming out before this. As always with active game development, this may change, but we’ll keep you updated along the way! Just a reminder that everything we’re sharing today is part of ongoing development, and is still subject to change.

Let’s dive into what we’ve been working on, and show you all the good stuff!

[h2]Progression[/h2]

Probably the biggest overall area we wanted to improve was the early-stage game experience. We were too focused on teaching crafting and automation, at the expense of finding blocks and building Techs - which is really the heart & soul of TerraTech. Meanwhile there wasn’t a clear overall mission, to guide you through the world, so that players were losing track of what to do next, before really exploring the later biomes.

We have re-thought this completely, starting off by focusing on getting blocks and rebuilding your Tech, delaying the crafting & automation elements until later, and adding some high-level objectives to give a clear sense of purpose.

At the same time, we have simplified the onboarding flow, which was very directive without much sense of why you are doing each thing. Now it’s much more focused on simple goals, leaving you to figure out the steps in between.

[h2]Flight and Boat Blocks[/h2]


If you’re part of our Discord server, you may have already seen some of the work we’ve been doing on Flight and Boat blocks, to help you better traverse the seas and skies.

[previewyoutube][/previewyoutube]
We’ll have more information on both of these soon, as well as a separate Dev Diary that’s solely devoted to Flight and Boat blocks!

[h2]Biome Reworks[/h2]

We couldn’t really make all these ambitious changes without updating the world itself. Resource distributions have to be updated in line with the new crafting and economy balance, and there's a whole new scanning system which makes prospecting for resources much more meaningful - especially because a lot of key materials will now be buried!

We’re taking the opportunity to give the environment a major face lift while we’re at it. Most biomes will get an uplift, especially the Forest and Swamp, and should have a clearer sense of progress aligned with the technologies you unlock. We’re doing an overall atmospheric art pass across all the biomes, so you’ll see new VFX updates to weather like lightning and fog, as well as general visual updates to terrain and natural structures to make things feel more varied and interesting as you explore the planet.

Biomes will also feel easier to drive around in; you should have less instances of getting stuck (and seeing enemy Techs getting stuck!) on scenery such as rocks. We’re also tidying up some pieces of weird geometry which have been leading to some frustrating accidental collisions!

[h2]UI Changes[/h2]

We’ve received a lot of feedback about the game’s 3D spatial UI design, and how some of you found this made some text–especially moving text–to look blurry or slightly less sharper than was ideal.

Based on this feedback, we will be changing the UI to a ‘flatter’ two-dimensional design, ensuring that numbers and letters are clearer and easier to read against the backdrop of the planet!

A lot of feedback we received was centred around the complexity and limitations of building. Some aspects of this are a core part of the game vision, which won’t change: TerraTech Worlds is not intended to be as freeform and sandbox-y as TerraTech, and it deliberately has more depth in the building system. That said, some systems feel a bit clunky and overcomplicated, and the whole point of Early Access is to figure these things out and improve them.

The Reactor Efficiency system for Techs is one of these things. It has too many rules and conditions - this will be much simpler in the next update, making it easier to understand where the limits are and how to optimise them. Also we are gradually adding more Attach Points to Tech blocks, to give more freedom in placement. You will see this more in new blocks being added, but some existing blocks will be revised too.

For structures, we are reworking the controls to make it smoother and easier to move around while building, and we have a few other things in the works to give you more freedom and creative expression. We’re also expanding the Tech Yard modular upgrade system with new functionality and customisation.

[h2]Block Updates[/h2]

We’ve also been thinking a lot about Blocks, and how they’re obtained. We’ve seen a lot of feedback relating to early-game grind, and how the beginning of TerraTech Worlds can feel a little slow for some people. Additionally, some of you have let us know that completing objectives doesn’t feel as rewarding as it could potentially be, so we’ve taken these comments on board as we’ve re-developed the way that obtaining Blocks works.

As collecting scavenged blocks is probably the defining feature of TerraTech, we wanted to make this feel great in TT Worlds; but the problem is, it’s very hard to balance finding loads of blocks (basically for free) with crafting or buying blocks. This was not working well, so we are making some fairly dramatic changes here.

Tech blocks will no longer be crafted, in the next update. You can get them by scavenging, but if you want to keep them permanently you will need to pay a fee - this upgrades their stats and makes them accessible (with unlimited storage) at any Tech Yard you place in the world. You can also get fully-owned blocks by buying them in a shop or in some cases by completing a mission.

To summarise:
  • Scavenged blocks, taken from enemy Techs, are functional but visibly worn and battle damaged. They can’t be stored in a Tech Yard, or customised, and may have some other limitations.
  • At your Tech Yard, you can pay for full ownership of scavenged blocks, giving them a health bonus and unlocking full customisation, with unlimited storage and access from any Tech Yard you own.
  • The Tech Yard also functions as a shop, allowing you to sell scavenged blocks you don't need, and buy new blocks so you don't have to rely on scavenging.
  • There will also be some other shops you can find elsewhere in the world, which might have a more interesting selection of blocks available - including some you can't get anywhere else!

[h2]Crafting[/h2]

We’re not removing crafting completely! This is still used to manufacture structure blocks - which aren’t purchased like Tech blocks - as well as consumables like ammunition and fuel. We are separating out manual crafting (“I need 2 of these, now”) from production-line automation, because it was confusing to have one machine that could work two different ways.

The automation stuff will come a bit later in the game, along with story mission goals which require larger scale crafting to complete - this is to allow time to focus on Tech building in the early stages.

[h2]Narrative[/h2]

We’ve also been fleshing out the world of Nibiru with some narrative structure that you’ll see reflected in-game as part of the next update. Yes, you read that right!

We always intended TerraTech Worlds to have a more prominent storyline than TerraTech, but this was something we planned to introduce during Early Access, after we had the gameplay fundamentals ironed out. We aren’t all the way there yet - these big changes we are making will need some time to settle - but we do want to start introducing some narrative material now.

In the next update you will see some story missions that start to give a bit more context to why you are here in the Nexus Cluster and what you’re doing. Also there might be some other material to discover… stay tuned!

[h2]Progression Reset[/h2]

Firstly… if you’ve read this far then: thanks and well done! Secondly you’ve probably been wondering “how does the progress I’ve made in my game save make sense with all these changes?” The answer is… it doesn’t.

There’s no practical way we can make major revisions like this, which rethink the core principles of how you advance through the game, and preserve progress meaningfully. This means that with the next update comes a full progress reset. You will need to start a new save.

Obviously this sucks if you have put a lot of time into your save file. We don’t want you to lose all your hard work, so if you want to retain access to your existing save, the Legacy Branch is your friend.

Our current plan is as follows:

Current Game Saves:

These will be available in a separate branch, which you can access via Steam when launching the game- similar to accessing an unstable build. These save games will not be updated with new content, but you can still continue to play on them. They will not be compatible with game saves made post-autumn update release.

Game Saves Made Post-Autumn Update:

These will receive regular content updates and new features/balance changes, but will not be compatible with older game saves on the separate branch.

This may change in the future, but these separate branches are what we’re currently working towards.

We’re also working on lots, lots more things for TerraTech Worlds that we can’t wait to show you over the next few weeks and months, including improvements to existing systems as well as brand new weapons, structure blocks, skins and more.

Thank you for your patience as we continue to make TerraTech Worlds the best it can be, and remember that you can join us over on our official Discord server to chat with our devs and find out more about the game: https://discord.gg/ZtE6WZnM


We also have our feedback site where you can report bugs and leave suggestions about anything you’d like to see in-game: https://feedback.terratechworlds.com/


Oh, and did someone say lightning guns? 🌩️

‘Til next time, Prospectors!

Patch notes for Update 0.5 - now live!



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

Major Features

[h2]New Desert Biome[/h2]


[h3]New Hazards[/h3]
  • Interference - the dust and sand from the desert disrupts your navigation systems! Maps, pings and auto-lock-on systems will be deactivated, unless you can find a way to negate the interference.
  • Puffballs are on the move! The desert variant has evolved to take advantage of the strong winds.
  • Desert Needleberries spend most of their day buried under the sand, hiding from the sun, waiting to surprise their unsuspecting prey. When under threat, they will retreat below the sands and reappear somewhere close by.
  • Sand Sharks are the name given to torpedoes buried in the sand. Get too close and it will lock on to you, attempting to track you down and explode when close enough!

[h3]Desert Sandstorms[/h3]
  • The desert sandstorms don’t harm your tech in any way, but you’ll barely be able to see anything! Try not to get too lost out there.

[h3]New Resources[/h3]
  • Fluorite: A common resource found in the desert.
  • Gold: An uncommon resource found in the desert.
  • Kimberlite: A rare resource found in the desert. It is said that directly fragmenting the rock itself will yield much better results.
  • Oil: Rumour has it that oil can be found in the desert, somewhere, but they are likely to be highly guarded or very difficult to find.

[h3]New Tech Blocks[/h3]
  • Liquid Tank: This block can syphon various liquids from the world and store them. As of this update, water and acid (from corrosive pools) can be stored. Each tank can only store one type of liquid.
  • Liquid Cannon: When connected directly to a Liquid Tank, this block will shoot the liquid stored inside that tank. Water will apply the ‘Wet’ status to techs, reducing their heat; Acid will apply ‘Corrosion’ to techs, increasing their damage taken.
  • Heat Sink: Will reduce Tech’s overall heat, but has a hefty tech reactor cost. It is even more effective while moving, and up to 5 Heat Sinks can provide this effect.
  • Water Cooled Radiator: When connected directly to a Liquid Tank that is storing water, this block will periodically consume some water to reduce both heat penalty zones by 35%. Although you can reduce the penalty zones significantly this way, you cannot completely remove it.
  • Voyager Wheels: By using the provided fire group, these wheels consume tech power to give themselves extra Turbo, significantly increasing their speed.
  • Hopper Axle: When connected to a wheel, provides those wheels the ability to jump.
  • Nomad Cab: This cab provides beneficial modifiers to your whole tech while your reactor load is at or below 200.
  • Beacon Layer: This block creates Beacons (craftable at your local Supply Fabricator), which are small devices that project a beam of light into the sky for a few minutes. They also provide immunity to Desert interference while you are near one.
  • Huge Hauling Wheels: Big wheels for big Techs. They give themselves Turbo 5 when the Tech is over 8000kg.
  • Large Shifted Armoured Wheels - new armoured variant.

[h3]New Structures[/h3]
  • Liquid Silo: For all your liquid storage needs!
  • Beacon Tower: Projects a beam of light high into the sky. Handy for locating your base through the interference permeating the desert. Also provides immunity to interference while you are near one.
  • Oil Extractor: Slowly extracts oil from the ground and places it in barrels - once you have found an elusive source of oil.
  • Oil Generator: Power your base with the oil barrels created with the Oil Extractor.

[h3]New Faction[/h3]
  • Find all of the blocks mentioned above on the new desert faction techs! They are well equipped to deal with the desert; maybe they have the answers to your survival in this desolate, scorching land.
  • Desert boss

[h2]Terrain Deformation tools[/h2]
  • We’ve reworked how Terrain Deformation works in TTW to be more focused main blocks that can be upgraded and influenced by add-ons.
    • Terrain Tool - The Terrain Tool is the main event in this set of blocks: it has the ability to modify the terrain based on an AoE cursor. Fancy!
    • Terrain Tool Tank - Debris naysayers, this one’s for you. This Tank is a specialised storage block for storing Debris to use with the Terrain Deformation tools. For the Tank to be usable, the Terrain Tool needs to be directly attached to one (or more) of the Tanks’ APs.
    • Modules - Modules are small blocks that add new functionality to the Terrain Tool.
    • Module Stacker - The Stacker is a small optional block that gives you a purpose-built housing unit for Modules. Like a backpack, for your Tech.
  • The Terrain Tool comes with 3 default modules:
    • Lower - Diggy diggy hole! This module allows the Terrain Tool to subtract matter from the surface. It charges a small amount of Power when enabled, but it’s usable without any sort of add-ons.
    • Raise - Stack ‘em high! This module is enabled when the player connects the Terrain Tool to a Terrain Tool Tank, and allows you to add matter to any surface. To use it, the Terrain Tool Tank will need to first be stacked with Debris.
    • Level - Can we make a Flat Earth joke here? This module is enabled when you connect the Terrain Tool to a Terrain Tool Tank, and it allows you to point at a surface and pave the surrounding terrain to that level, lowering and raising the terrain when needed. To use it, the Terrain Tool Tank will need to be stacked with Debris.
  • Currently, there are 2 additional modules:
    • Smooth - This module is enabled when your Tech has a "Smooth" Module connected to one of its APs, and it will allow you to smooth out the terrain by your cursor. To use it, the Terrain Tool Tank will need to be stacked with Debris. (TLDR; you’re gonna need some Debris for all this.)
    • Rewild - This module is enabled when your Tech has a "Rewild" Module connected to one of its APs, and it allows you. to make the terrain look more ‘natural’ again, if you’ve gone too far with your industrialisation.
  • These new tools can be found in the Swamp and Arctic biome.
  • Unfortunately, this means the old Terrain Deformation tools will have to be sunsetted as they do not work with the new system.

[h2]Block variants[/h2]

  • Similar blocks are now bundled up cosily together in sets. For example:
    • All of the 111 connector blocks are part of the same set
    • Same for all of the 211 connectors!
    • Similar-sized structure blocks are grouped into sets
    • Similar-sized wheels with different mountings are now sets
  • All blocks in the same set can be quickly swapped out with one another. Hold any variant in the set then use Alt + Mousewheel (weeee) to cycle from the currently selected block variant to any of the other ones in the set.
  • Each different block in a set will stack together when placed into any inventory.
  • All blocks in a set now share the same recipe when crafted.

[h2]Advanced Splitters and Mergers[/h2]

  • We have finally added the Advanced Splitters and Mergers (pause for applause)
    • You can now prioritise your Splitters’ outputs and/or your Mergers’ inputs.
    • You can now filter the inputs and outputs of Advanced Splitters/Mergers based on any resource you select.
      • Only the selected resource will be permitted to be transferred down the Conduits attached to said input/output.
Minor
  • We’ve worked some Art and Code magic to improve the look of the Desert Storms. This will also affect the rest of the planet.
    • Added bloom globally
    • Added exposure control globally
    • Added tint to the inner Desert Biome
  • We have updated the Skins UI:
    • The pattern tool now has a button to reset back to the default projection
    • For the translation of the pattern projection, there are 2 displacement button either side of the sphere gizmo that rotate with the sphere.
    • For the translation and scaling of the pattern projection, the projection square size is fixed and the pattern translates and scales within the square
  • More pages have been added to the Prospector’s Guide tutorial:
    • Headline Features
      • This page will open the first time you launch the game’s latest version, to help keep you up to date with all the new features!
    • Wind
    • Day & Night
    • Skins
    • Snapshots
    • Fusion Cores & Modules
    • Modifiers
    • Enemy Insignias
  • We have also added some music to the pause and main menu. Sandbox? More like jukebox!
  • We iterated on the camera offset, zoom in/out and camera pitch so the camera feels more comfortable and focuses more on the object of the interaction to help contextualise it.
  • You can now minimise the Tech Reactor UI panel when building structures.
Game Balancing
  • We have deprecated the following blocks as they will be replaced by the new Terrain Tools.
    • TEST_MiningCannon
    • TEST_DebrisInjector
    • TEST_LevelUp
    • TEST_LevelDown
  • Arctic Temperature Adjustments
    • More consistency in temperatures throughout the Arctic
    • Colder thermal vents
    • Balance Pulse Heater with new temperatures
  • Added 5 new Desert faction kill missions.
  • Increased the health of Desert Needleberry hazards.


Localisation
  • Added translations for the newer text strings.


Bug Fixes
  • Fixed crash caused when hosting a multiplayer game, applying a skin that's unlocked by completing tasks, qitting the game then re-joining.
  • The filters for Advanced Splitters and Mergers no longer shows in-development resources and blocks.
  • Debris is now granted to the player when lowering terrain with the Terrain Tool.
  • The Terrain Tool now displays a counter to indicate how much debris the player has.
  • Concrete can now be rewilded with the Terrain Tool
  • Fixed bug where if you exit build beam while in your Tech Cargo, you can't remove blocks from your Tech.
  • Fixed issue with Techs not cooling down correctly when in shadows from Shade Trees.
  • Fixed bug where players can only scroll through pages in the Advanced Splitter/Merger UI if they are hovering over a block/resource
  • Fixed inconsistency where next/previous page controls in the Advanced Splitter/Merger UI are reversed when compared to other menus.
  • Snapshot Manager filters now have their proper names.
  • Alt-scrolling on a block with no variants in the Tech Cargo will no longer make the image disappear.
  • The incorrectly displayed name tag above enemy Tech "Grouper" in the desert has now been removed.
  • During the tutorial, the pulsing highlighter surrounding the Block Variant panel now displays properly.