Non-unique missions to Space Junkers Progression, i.e. Gangland, Special Delivery etc...
Block Adjustments:
Note: We do not foresee these changes affecting any existing Snapshots that features these Blocks.
The GeoCorp Scrap Gun, GeoCorp Catapult and Reticule Research Electric Precision Ray have moved to Space Junkers. Therefore the following changes have been made to these Blocks:
Old
New
GeoCorp Scrap Gun
Space Junkers Scrap Gun
GeoCorp Catapult
Space Junkers Blast Barrell Bomber
Reticule Research Electric Precision Ray
Space Junkers Precision Laser
The Reticule Research Signal Receiver has had its antennae removed:
Old
New
Size: 2x1x1
Size 1x1x1
Design Tweaks
Updated Space Junkers Junkyard Spinner crafting recipe to use the correct Better Future Wheels to match its model
Updated Rusty Cab crafting recipe
Rebalanced GeoCorp Repair Bubble, so it doesn't eat away as much power as before
Updated the Grade and Rarity of the majority of initial Space Junkers blocks from last update
Space Junkers One Block, Space Junkers Two Block & Space Junkers Four Block received a buff in HP
Space Junkers Geode Rumbler, Space Junkers Junkyard Rainmaker & Space Junkers Rustic Cannon received a buff in HP & DPS
Rebalanced Space Junkers Rubble Runner to give it more grip when driving
Quality of Life Improvements
Large Blocks now more gracefully enter SCUs
SpawnBlock Command autocomplete now includes modded block names
SpawnTech Command from snapshots
Added Space Junkers Steam Workshop tag
Circuits & Systems Debug. Use 'Circuits.EnableDebugger' in the Command Input to open the Circuits & Systems Debug panel.
Bug Fixes
Fixed an issue that caused the Command Input to sometimes cause Block interaction to become unavailable
Fixed team lookup on Circuits & Systems Sensor Blocks to account for Multiplayer teams not being the default Single Player team
We asked you to ask us some questions. Which you did! So thanks to everyone who submitted one. Here are our answers to the most popular questions:
Q: Are there any plans to go more in depth on the in game lore of our existing corps? It's always fun to see the history of things. A: Originally we tried to stay away from adding too much lore or backstory to TerraTech. Mainly for the fact it’s a Sandbox game and we want to keep it open to interpretation by the player. However, as we’ve added more Corporations with new Missions and content it’s opened the game up a lot more for this sort of thing. So we’ve got stuff planned for the “New Corporation” that’s mentioned in the Roadmap but it’s very early days to show exactly what that will look like. But suffice it to say that yes, we’d like to add more lore and history to the game.
Q: What will the new corporation be used for? And what will it be called? A: It’s still very early days in the development process of the New Corporation so we don’t have that much info to share at the moment. We aim to bring the Community into the loop as soon as possible in the development process so we can work together on what they will bring to TerraTech.
Q: are there any plans to polish the game (fix ankers, fix, wheels, fix suspension, stronger enemies,....)? right now u basicly have to use hovercrafts to move around. and can we pleace have some ingame stats for the current tech we use or for the blocks (dps, speed, weight,...) A: We’ve got plenty of Quality of Life Improvements planned for future updates. These will include new features, Block balancing, and bug fixing amongst others. So if you have specific things you’d like to see head over to our Discord Server and drop your ideas there so we can gather them and hopefully address them in a future update.
Q: can we expect flying blocks for space junkers or perhaps RR? A: Yes! From a design perspective, there are a lot of fun things we can do with new Blocks for these corporations. I’m sure there are some whacky forms of rotors or propellers that would fit perfectly with these Corps. A Leonardo Da Vinci aerial screw for Reticule Research maybe?
Q: Any plans of some sort of challenge mode or gameplay modifiers for new saved games? A: Personally, and this is just me speaking, I’d love to see a Hardcore game mode. With permadeath, harder enemies, fewer OP Blocks, etc. That would be super fun and add some replayability.
Q: are you planning on adding more robust and less assembly-intense ways of making moveable parts on techs, like a hinge part? Perhaps with the release of Legion? A: Hinges, pistons, and hitches are inherently very difficult to implement in TerraTech. Just from the way the build systems works, there just isn’t an easy way to do it. We know that this is something players want, and honestly, I think would be very fun, however, we need to weigh up the work that would go into it against the benefits it would bring. We will never say that something is impossible to do in TerraTech but I feel this is veering towards that end of the spectrum.
So there you have it! Thanks again to everyone who submitted a question. We'll probably do more of these in the future so If your questions wasn't answered you definitely get another chance.
We asked Somnolence some questions about their experience with Circuits & Systems. Here's what they said:
Q: Where did you get your inspiration to make these Circuits & Systems Techs? A: I simply set a goal and take a swing. There's a great satisfaction in both accomplishing large goals and discovering something along the way.
Q: They're obviously very complicated to make so what advice would you give to any Circuits & Systems beginners? A: Make your own repertoire of individual simpler circuits first, even if they aren't the best possible; a tflipflop, memory/latch, something that splits a 2 digit number into the 1s and 10s, for example, will all grant you a much better understanding of the blocks than diving in head first. It also teaches the very important concepts of abstraction and decomposition - You can always break down a large problem into smaller ones, build individual circuits, and join them together, and you don't need to keep track of how each circuit will work exactly, just what it does. The nokia snake game's direction, movement, score, score display, apples and collision are all simply separate systems woven together. One of them's not even mine. Also there's no shame in failure. The only path to knowledge is learning.
Q: Have you got any plans to build more Circuits & Systems toys, if so what are they? A: Taking a break from large TT creations and all the lag they bring to focus on programming real world things - including a raycaster engine, which might elude to a potential TT project in the distant future
Watch them in Action!
Matt attempted to play around with these in our weekly Dev Livestream. You can check it out here:
After we announced the 2024 TerraTech Development Roadmap I'm sure you've got some burning questions you want answered and this is your chance!
We'll be hosting a Q&A on Steam next week and we need some questions to answer. So drop your question(s) in the comments of this post, We'll then compile the most popular ones and get some answers from the TerraTech Devs which will then be posted on Steam!
It's been a while since our last Roadmap and a lot has happened to TerraTech in that time. The highlights being: Space Junkers, Reticule Research, Circuits & Systems, and Co-op Crafting, to name but a few.
So without further ado, here is the Development Roadmap for TerraTech:
Thanks for sticking with us and here's to the future of this awesome Tech-building Sandbox game!
We're taking a look at some of the new Space Junkers Blocks AND THEN showcasing some of the awesome Techs that the TerraTech Community have been building.