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TerraTech Worlds News

Patch Notes for unstable update 0.4.1-unstable.1

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

Bug Fixes
  • Fixed crash when trying to swap a resource for a block in the Tech Yard Storage.
  • Fixed missing "Invite" buttons when loading a saved game.

UPDATE 0.4 + 10% STEAM SALE EVENT!



TerraTech Worlds is 30% OFF as part of the Steam Summer Sale!

Patch notes for Update 0.4 - now live!

Hello everyone - we're really pleased to share with you the patch notes for our latest update, 0.4.

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:
    • 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.
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.
Localisation
  • Added translations for the newer text strings.
Bug Fixes
  • We have fixed the strange graphical water glitch that players were experiencing when firing heavy weapons near a body of water.
  • 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.
  • 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.
  • 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 Spliter 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.
  • Fixed issue where an enemy base would mistakenly respawn over itself every time a save is loaded.

Dev Diary: Crafting, Conduits and Automation

Howdy Prospectors!

We've been working on TerraTech Worlds for some time now, and many of the games’ systems and features have undergone many - many - iterations, and that couldn’t be more true than for crafting, conduits and automation.

So, before we talk about what’s to come for conduits and automation in TerraTech Worlds, let's talk about how we got here.

Please note that this Dev Diary contains quite a few images and design ideas that are work in development/prototype pieces: they may not all make it to the final game!

[h2]In the Time of Pull[/h2]

Not too long ago, TTW’s crafting was actually a “Pull” crafting system, which - in manufacturing - is a system where the current demand dictates what is produced and when.



Back then, crafting was queue-based and when crafting was completed, the item would be placed on an Output queue.

The “flow” of items was set by the structures themselves. Each machine had directionality and items would come into a machine from the Start (Green arrow) and output through the Exit (Red arrow). Conduits were bi-directional and would transfer items along depending on the direction set by the machine. When a machine needed an ingredient, it would pull from any available source along the pipeline.



Overall, the system was functional and straightforward, but - ultimately - ephemeral, as it lacked the robustness to respond to how production-heavy the game is intended to be towards the mid to late game.



[h2]From Pull to Push[/h2]

Late in 2023, after much back and forth, the team decided to go back to the drawing board on how crafting worked. We’ve always wanted to have different gameplay aspects that appealed to different types of players, and the Pull system, while useful, simply made crafting too flat for the depth we were after.

With that (and with much debate!), we started working towards a “Push” crafting system. In manufacturing terms, production in a push system is set by understanding and predicting demand, making it a standard for producing a wider variety of products in mass over a long period of time.

This approach appealed to us and our inner industrialists. With this system, crafting goes from a complementary system to one of the games’ core features which focuses on being analytical, strategic and resourceful.

In more practical terms, it meant changing machines to have no set direction. Conduits became what defined the “flow” of a pipeline. Items - if the target Input allowed it - were to move down a pipeline indiscriminately, and it was up to the players to set the right flow logic, stopgaps, filters, etc to make sure their pipelines were efficient and operating at capacity.

“Move down a pipeline”
Many references are made to things “moving” and/or being “transferred” by Conduits, but to clarify - Conduits don’t move actual “physical” items. Our experience with TerraTech (and games of a similar genre) made us weary of actually going down the “conveyor belt” approach and transporting items - physically - from A to B. As such, a key component of automation in TTW was that there is no physical distribution of items, and something is either in machine A’s inventory or B’s.

[h2]Inputs/Outputs & APs, and Conduits[/h2]

Changing the game to a Push system had a knock-on effect on many of the games’ systems and features - many of which we’re still tackling today.

[h3]Inputs/Outputs & APs[/h3]
Now that items were being pushed into machines, we couldn’t use the queuing system. We needed a way to contain and hold the items until the machine was set to use them.



On top of that, we didn’t want an Input (or Output) to be able to receive any overflow from another Input (or Output) slot, as this could lead to items being inadvertently moved around and would - ultimately - invalidate the player’s role. Suffice to say - this was an iterative process, with a lot of back and forth.



As we iterated on these ideas, we arrived at some key concepts we wanted to explore:
  • These Input/Output “inventories” are not size specific;
  • These special APs are dynamic and can be both Input or Output;
  • The external APs are related to what’s displayed in the machine’s UI;


We weren’t fully committed to this approach. It had the elements that we wanted, but it was clunky, overcomplicated and unclear. And our concerns were echoed by the community. With that in mind, we kept brainstorming about the best way to marry all the ideas that we wanted to reflect with this design.



At that point, we moved away from the Left Input & Right Output panels concept in favour of an approach where all slots were neutral. When an ingredient was needed, that slot would - temporarily - be an Input, and inversely so for Outputs. Lastly, when a Conduit was connected in (or out), it would overwrite the slots’ neutrality. This enabled us to bring everything together into a more cohesive, intuitive system. This approach also puts an emphasis on the parity between these slots and the Attachment Points displayed on the mesh, and that these are the set number of slots you can work with. Some recipes might require less ingredients, so more slots can be used as Outputs. Other recipes might require more ingredients, which reduces the amount of Outputs and therefore you’ll have to make some sort of depot to eject items into.

[h3]Conduits[/h3]

As mentioned before - with a Push crafting system - Conduits were now what set the flow’s direction, and with that we opened the proverbial Pandora’s box that is… “making things explain what they do without having to rely on a lot of words and/or UI”.



To that point, we attempted to integrate as many elements as possible so directionality would be self explanatory, but - it goes without saying - still wasn’t doing the job. So we continued iterating.



As we moved away from the now infamous “Red-to-Green” APs, we started focusing more on more direct signalling with arrows/chevrons.



They felt like a solid way (pun intended) to physically display on the mesh a Conduits’ directionality, while also being somewhat playful. Not to mention the filament-like aesthetic married the concept of Conduits not transferring physician items in them perfectly!

[h3]Splitters & Mergers[/h3]

Armed with new Conduits, we continued to work on a fan favourite - Splitters and Mergers.
Now, we’ve had many iterations of these… from T-Junctions to Conduits with branching-off ends, but we felt that we wanted these to be more… “souped up”. And that led to plenty of iterations:



We decided to start with 2 types of Splitter/Merger behaviour: Alternating and Priority, both of which have “primitive” behaviours, with the idea of having more configurable versions down the line.

Each iteration got us closer to what we wanted. At the same time, we started tackling how we communicate the state of things. With a more conventional approach (e.g. conveyor belt), the player can see whether the flow is interrupted or if the pipeline is not working properly. Since there is nothing physical inside the conduits, the messaging needed to be quick and more like a “debug” feature than anything else, similar to how factory machines inform workers of issues.



Full disclosure - we’re very much STILL working on many of these things. We like the direction things are taking, but - bugs and technical issues aside - the communication is still a problem we’re actively iterating on.

[h3]What’s to come?[/h3]

There’s many issues we’re currently working on revolving around this subject, things like what recipes go on what structure, UI improvements, recipe balancing and whatnot, but - overall - we’re trying to take smaller but more surefooted steps to keep improving the system.

As for new stuff, players can expect:
  • Ways to make it easier to lay out and modify conduit paths
  • Ways to make it easier to read how conduits, splitters and mergers are connected, how items flow through them, and identify blockages
  • Make it easier to understand the flow of items and identify blockages
  • Advanced splitter & merger functionality for setting priority and filtering
  • Higher bandwidth conduit transfers
  • Overall quality of life improvements

These are some of the things the team has discussed and are set to be worked on, and we have even more ideas being discussed, but we need to keep some mystique about what we’re developing.

We’ll have more to show you soon, so stay tuned for more! And let us know what you think of the current system in the comments below!

Patch Notes for unstable update 0.4.0-unstable.5

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

Bug Fixes
  • Fixed issue where an enemy base would mistakenly respawn over itself every time a save is loaded.