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TerraTech Worlds News

Patch Notes for unstable update 0.4.0-unstable.4

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

Bug Fixes
  • Fixed issue where Refineries sometimes get stuck when pulling resources from a silo.
  • Fixed issue where using Shift+LMB to return a Tech block to the Tech Yard Storage ignored hanging block setting, causing all attached blocks to drop.
  • Alternating Splitter and Alternating Merger are now known as Splitter and Merger.
  • The text to explain how to claim a Tech Yard now shows the missing interaction prompt.
  • The shininess of metallic skins has been made slightly less shiny for epic graphics setting.
  • In the tutorial at the start of the game for collecting resources, if the player already has the resources that are required, the task will complete based on what the player has at that time.

Patch Notes for unstable update 0.4.0-unstable.3

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

Localisation
  • Added translations for the newer text strings.


Bug Fixes
  • Fixed bug where the Launch Pad RA7 rocket does not get reskinned with the rest of the structure.
  • Fixed bug where reviving a player as you die causes both the revive and respawn prompts to overlap.
  • Enabled option to allow colour palettes to show as a swatch, rather than solid primary colour of choice.
  • Removed prototype mine launcher reward from crate, which was included unintentionally.

Patch Notes for unstable update 0.4.0-unstable.2

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

Bug Fixes
  • Fixed Huge Armoured Wheel and 5m Transit Wheel; lower speed, better climbing.
  • Added missing "kg" for mass in build mode panel.
  • Fixed a text overrun on the Planet select buttons
  • Fixed LODs on concrete structure blocks
  • Added more basic Skin variations to the game
  • Added minimum time that splitter/merger indicators illuminate for.
  • Prevent building conduit routes where inputs connect to inputs or outputs connect to outputs.
  • Ensure that splitters and mergers are being rerouted when they don't currently form a complete path.
  • Fixed capitalisation in dedicated server config file.
  • Only allow pushing a type of item provided we had one of it before the start of the crafting tick.
  • Removed "Alternating" from "Alternating Splitter" and "Alternating Merger" block names and descriptions.
  • Fixed issue where clients leaving a game in the middle of the onboarding tutorial and rejoining will be put back to the start of the tutorial.
  • Adjusted some wheel 'buoyancy' stats to sit lower in the water and have better propulsion.
  • Ensure that block retains its pattern and decal when it is flipped while still attached.
  • Prevent tyre tracks appearing in the air on upside down wheels.
  • Fixed one of two sounds incorrectly playing when pickup up resources from the inventory.
  • Fixed tutorial hint giving incorrect control for block rotation on gamepad.
  • Fixed Tech Cargo overlapping buttons in the UI when five Medium Cargo blocks are attached.
  • Fixed incorrect information for gamepad controls for block rotation, flip blocks and clone blocks in the Prospector Guide.
  • Fixed bug where clients are able to apply patterns to non-pattern skins in multiplayer.

Patch Notes for unstable update 0.4.0-unstable.1

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

Major Features

[h2]Automation improvements[/h2]
[h3]Splitters and mergers[/h3]
  • We are continuing our improvements to automation with the first pair of splitters and mergers:
  • 3-Way Alternating Splitter & 3-Way Alternating Merger
    • Throughput alternates in sequence between available outputs
    • The throughput order goes counterclockwise, starting on the output to the right of the unique input/output.
      • These are craftable from the Workbench.
      • The throughput of conduits has been rebalanced in preparation for high bandwidth conduits (coming soon).
      • There are also more splitters and mergers on the way!
[h3]Conduits[/h3]
  • There is a brand new visual treatment for conduits
    • They have a new pulsing effect indicating when an item has been transferred.
    • They have a new model that should make them more readable. We're are really interested in your feedback on them.
[h2]Prospector guide[/h2]
  • The Galactic Survey Organisation (GSO) have managed to patch through their Prospector Guide to aid in all new interplanetary missions
  • We have added the Prospector Guide (help menu) which can be accessed through the pause menu.
  • There are a select few pages there for now, but we will be adding more to this in future updates to help new prospectors find their way around the various mechanics and systems in TerraTech Worlds.
  • Is there a guide page that you think is sorely needed? Let us know!
[h2]Skins[/h2]
  • Customise your Tech and structure blocks with the ability to set skins and then edit their colours and patterns for specific blocks and groups of blocks.
    • We will not be selling any skins during Early Access.
    • We will be adding lots of new skins (to join our existing roster) which will be unlockable through play in future updates.
    • The existing TerraTech OG skins will no longer be selectable, but snapshots of Techs using these skins will remain until the next update, at which point they'll revert to using default skin.
    • 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!
    • if you want to find out more info on how to do that, check out our Skins Dev Diary here.
Minor Features

[h2]Storm force winds[/h2]
  • Your Tech will now be affected by the direction of the wind during a storm.
  • Trying to drive into the wind will greatly decrease your speed.
  • Heavier Techs will be able to mitigate strong winds.
    • Wind will become more important in future updates when we introduce the desert biome and when we introduce boat Blocks beyond that.
[h2]Tutorial Update[/h2]
  • The tutorial now works in multiplayer.
  • We have fixed a number of issues which make it more stable overall.
Blocks

[h2]Cosmetic structure Blocks[/h2]
  • We have added a large amount of cosmetic structure Blocks which are available to craft from the workbench.
    • Small, Medium and Large Concrete Foundation
    • Concrete Pillar and Concrete Pillar Top
    • Curved Wall and Curved Half Wall
    • Curved Hemisphere and Curved Hemisphere Inside Corner
    • Small and Medium Sloped Corner
    • Quarter Loop, Curved Support and Support Beam
    • Wedge Platform
    • Small and Large Buttress
    • Sloped Wall, Sloped Corner and Sloped Inverted Corner
[h2]New Wheels[/h2]

    Some BIG wheels are now available which should help with Tech ground clearance and building/supporting much larger Techs. The enemy population have been modified to include these new wheels.

      Huge Armoured Wheel
      Large Shifted Wheel
      5M Transit Wheel
Game balancing
  • Increased the health of all shield projector Blocks from 300 health to 600.
  • Tech yard storage changed to 400 Block storage and Tech yard storage expansion expanded to 400 additional Blocks.
  • You can now craft Light ammo on the Centurion and CRAB XL cabs.
  • Added amplify modifier to antenna Block.
  • Air control has been enabled. You must let up on a movement key for this to work. When in the air for long distances you can gain some control over how your Tech lands.
  • Swamp mini-boss has been rebalanced.
  • We have added some more crate locations around the planet.
Bug Fixes
  • We have fixed the strange graphical water glitch that players were experiencing when firing heavy weapons near a body of water.

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!