Update log
Full TerraTech Worlds update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Workshop
- Gameplay
Hi there prospectors,
Welcome to another update with two key features being the introduction of Resource Harvesting Progression and improvements to the UI/UX. Other quality of life improvements and game balancing tweaks are also included in this update.
Thanks as always for the invaluable feedback and bug reporting and we hope you enjoy playing this update.
Resource harvesting progression
The current resource laser that the player gets at the start of the game that can harvest all resources has now been replaced with a set of increasingly better resource lasers that can harvest a new tier of previously unmineable resources as well as those that the previous tier resource laser can harvest. A new tier resource laser also benefits from increased yield, speed and power savings when harvesting lower tier resource givers.
Basic Resource Laser
The starter tool
Lowest power and yield
Can harvest Hematite (Iron), trees and Quartz
Tier 2 Wide Gauge Resource Laser
Available for purchase from the Forest Trader
Slightly improved power and yield
Can harvest Cuprite (Copper), Tantalite (Tantalum) and all lower tier resources
Tier 2 AMP 'Sirocco' Laser
Updated to work as an alternative to the new Tier 2 Wide Gauge Resource Laser
Has similar attributes to the Tier 2 Wide Gauge Resource Laser, but has a longer range for combat
Tier 3 Magma Arc Resource Laser
Available for purchase from the Swamp Trader
Mid tier power and yield
Can harvest Halite (Chlorine), Bauxite (Aluminium) and all lower tier resources
Tier 4 Sunfire Prism Resource Laser
Available for purchase from the Polar Trader
High tier power and yield
Can harvest Wolframite (Titanium), Fluorite (Fluorine) and all lower tier resources
Tier 5 GigaVolt Resonator Resource Laser
Available for purchase from the Desert Trader
Highest-tier power and yield
Can harvest Gold, Kimberlite (Diamonds) and all lower tier resources
Improvements to UI/UX (work-in-progress)
The in-game UI/UX has been decluttered and streamlined to provide more screen space when playing the game.
Tech Cargo panel width has been reduced in size
Reduced from 8 cells across to 6 cells.
Cell height of storage containers updated accordingly.
Inventories from previous game saves should auto-arrange to the new layout.
Tech Cargo block info panel now replaced with prompt to see more information via "L Show in Xpedia"
Reactor Load and Mod Props of a block are shown in the space below the Tech Cargo.
Storage panel width has been reduced in size
Reduced from 4 cells across to 3 cells.
Block inventory pagination has been replaced with scrolling.
Reactor Load panel has been reduced in size.
Controls for cloning a block now appear in the button prompt ribbon.
In the storage panel and Blockpedia, buttons have been added to show all Tech blocks, all structure blocks and all resources.
When harvesting a resource giver with a resource laser, the yield is now shown in the form of resource icons and multipliers.
Blocks
When blocks are picked up from the ground (not from a structure or Tech), right mouse button now sends them to storage or cargo, if storage isn't available.
The 5 ramps from the Large Platform block variant group have now been moved into a separate Large Ramp group.
Some ramps are now given to the player towards the end of the onboarding.
The ramp from the Small Platform block variant group has now been moved into a separate Small Ramp group (of 1).
Quality of life improvements
Players are now told when no cargo space is available to receive the Bootstrap
Source
