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!
In the Time of Pull
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.
From Pull to Push
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.
Inputs/Outputs & APs, and Conduits
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.
Inputs/Outputs & APs
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.
Conduits
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!
Splitters & Mergers
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.
What’s to come?
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!
We are beginning to lift the veil of secrets of the upcoming Big Update.
In the depths of the permafrost, where the snow never melts, lies a world forgotten by time. This is a place where mammoths - the majestic giants of the past - still roam among the snowy plains and icy cliffs.
The Mammoth is not just any monster — it's a challenge that will require your best skills and strategy. Its enormous tusks and powerful body can withstand the strongest blows, and its attacks can crush the unwary hero. This creature is the embodiment of strength and power, standing in the way of the bravest adventurers.
Prepare for a battle that will be long remembered. Gather your team, sharpen your weapons, and engage in combat with the Mammoth to prove your strength and mastery. Let every strike be precise, and every step be calculated. A battle awaits that will go down in history!
After years of working on this project with the best hopes and attitude from all the devs, we have to drop it. All coders have moved on to other projects rendering this game impossible to continue.
We on the process of taking it down, but if you already purchased it, it will remain in your library.
Thank you kindly for everything, it was quiet the ride... its time to rest and rebuild
The gnomes have been meticulously planning their upcoming guerrilla warfare for some time now, driven by their desire to liberate the kingdom. Finally, on July 18, Union of Gnomes will be released in Early Access – it's finally time to confront Snow White and her underlings.
Join the bearded squad of valiant soldiers as they bravely fight for love and justice on an adventure filled with treacherous enemies, cunning foes, and secret missions.
Experiment with different deck builds and card combinations to create spectacular enemy-shattering effects.
Add Union of Gnomes to your Wishlist, join our Discord, and get ready to lead the first-ever revolutionary gnome movement!
Our team has made significant advancements in touch feedback, specifically in the zoom-in and zoom-out functionalities, along with scrolling and navigation interactions and the selection of dialogue options and UI panel options.
We've also introduced new settings option presets that will help achieve a better experience based on your device. Our efforts to adapt war controls for mobile continue, focusing on making them more intuitive for players. In addition, we're developing new mobile-specific features such as player profiles, achievements, influence, and a log of recent activity. Work on our new backend online infrastructure is underway, which will support these features and more.
We've also begun UI and UX work to integrate all these elements, including our new monetization model. This model will offer hybrid methods for accessing the game. We will soon reach out to the mobile volunteer testers who signed up on the survey to begin on-boarding them for the new mobile version testing. If you are interested fill out the survey here.
In the three months since its release, Dune: Imperium Digital has received rave reviews from thousands of players around the world…with one question echoing across the Imperium: When will we see Rise of Ix?
The dreadnoughts have begun fueling, and Rise of Ix will release on Steam the second half of July, with cross-platform play coming later this summer!
We have just published a patch addressing your issues with World Expansion III and Heart of the Swamp DLC. The most significant point of this build is a change to how we handle incompatible mods. Instead of loading them outright, we will first ask you if you want to play with said mods and give you a chance to turn them off.
Apart from that, you reported a couple dozen bug fixes for both minor issues and crash bugs to us. Thank you to everyone who sent in detailed crash reports and sent in their saved files for analysis. Your help allows us to quickly fix some substantial but quite obscure issues. Keep the feedback coming!
We plan to publish more updates shortly, so if you experience an issue that this patch doesn't cover, please let us know.
The Riftbreaker World Expansion III Maintenance Update, June 26th 2024. EXE: 971 DATA: 566. Changelog:
Changed Heart of the Swamp DLC trigger logic from mission based to research based. The DLC will trigger after researching Titanium, Palladium and Uranium handling technologies, regardless of mission progression status.
Introduced the new Mod Compatibility Warning Pop-Up. Due to the high number of issues reported by users playing with outdated mods, we decided to take measures to warn players about them. If you launch the game with an outdated mod, you will see a pop-up window on the game launch that will alert you about the potential incompatibility. You will be asked to either manually disable the outdated mods, or continue with mods still enabled. The choice is yours - we will not force you to choose one option or the other. You can also select the 'Don't show this again' option to prevent the window from appearing in the future.
Outdated mods are now hidden in the Mod Management window by default. You can choose to view them if you wish by checking a box in the Mods menu.
Improved the look and feel of a couple of map tiles in the Fungal Swamp Campaign.
Improved the Thornvine layout in the Swamp Meadow map to make creature navigation less problematic.
The Blooming Air event should now affect the vegetation growth as intended.
The small loot containers in the Acid, Desert and Caverns biomes have been updated to their new, regional variants.
Added missing rewards to the Bioanomaly reward pool.
Improved the Swamp Survival missions Easy, Hard and Brutal final waves.
Fixed issues that caused Drone Repellent Hubs to stop working correctly when selling or modifying the setup.
Fixed damage highlights on transparent parts of objects. Damaged Drexolians should now be highlighted properly, thanks to that.
Fixed the option to disable Volumetric Fog.
Fixed errors with loading the correct mipmap levels, which should make the texture quality option work properly now.
Fixed DPS calculation math formula.
Fixed issues with Energy Graph that caused players to see their main grid incorrectly labeled as 'local'.
Fixed an issue that caused Garlimonium Fruits to sometimes get stuck in limbo between life and death.
Fixed an issue that caused overlapping radar range radiuses to display incorrectly.
Fixed missing localization strings for many in-game items.
Fixed issues with interactive itmes that caused crashes or caused players to get stuck in the interaction pose.
Fixed a ctash in GetSameWeaponEquipped method.
Fixed a crash in UpdateBeamEffects method.
Fixed a crash at startup when the game fails to create a render window.
Fixed multiple crashes related to actions taken in the Inventory Screen.
Fixed a crash in Resource System that occurred when the game referenced an invalid resource.
Fixed a crash in Research System that occurred when a node was missing.
Fixed a crash in BuildingInfo system.
Fixed a crash in DiscoverableSystem.
Fixed a crash in the Database Screen on "No Inventory item component in loot".
Fixed a crash in PlayerService.
Fixed a crash in DestroySystem that occurred when destroying certain buildings.
Fixed a crash in GridMArkerSystem on missing or invalid terrain type.
Fixed multiple crashes in various Lua scripts.
Fixed an issue that caused the game to crash when upgrading certain towers to Level 3.
Fixed an issue that caused the game to crash when jumping between player outposts.
Fixed crashes when teleporting.
Fixed issues that caused buildings in the [0, 0, 0] point to disappear after building a Wall Gate.
Fixed many more bugs and crashes. If your issue has not been listed in the changelog, please try playing anyway - there is a chance we fixed your bug, too.