You can now burn stuff with the new Reticule Research Hellstream Conduit. This experimental flamethrower is in R&D Labs for you to test out.
There's a new Advanced Keybinder Block that allows you to bind any key to output a circuit signal. Making weapons grouping a reality!
Conveyors have also had some neat quality of life updates. You can now see a preview before you place a conveyor down, they will visually connect to neighboring crafting inputs and outputs and the alternating conveyor now has circuits & systems control.
There's loads more design tweaks and the odd bug fix so read on for the full details.
Enjoy!
Quality of Life Improvements
Wheel colliders now count as part of the parent block. This helps the Circuits & Systems Proximity Sensor see them
Conveyors:
Now show a preview when being placed
Visually connect to neighbour crafting in/outputs
The Alternating Conveyor now has Circuits & Systems control (flags dictate output)
Improved handling of mod loading on startup
All Mods now load on start-up, instead of just the 50 most recent
Tech Placement direction is now shown and can be rotated
Added Space Junkers Techs to enemy population
Circuits & Systems snapshot loading performance enhancements
Design Tweaks
Space Junkers can now be unlocked in Co-op Campaign
Updated blocks available in Sumo & Gauntlet
Updated the SJ Scrapgun's falloff visual effects to better illustrate the range of the area it covers
Block Adjustments
The Space Junkers Harpoon & Cog Jammer are now available in Co-op Game Modes
The Reticule Research Ornithopter Wings now have sound and have different directional behaviour
The following Blocks are now available in the main game:
Reticule Research Basic Keybinder
Reticule Research Modulo
Reticule Research Toggle
Reticule Research Latch
Reticule Research Multiplexer
R&D
New Block: Reticule Research Advanced Keybinder
New feature: Experimental flamethrower, The Reticule Research Hellstream Conduit, that sets blocks on fire
Added Scrap Piles to R&D crafting section
Release Notes - TT_Unstable Version 1.6.1.2
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here:
https://www.youtube.com/watch?v=r_ce_yPOflo
Bug Fix
Crash when placing conveyors
🔴 General Tomfoolery /w Matt
Come watch the Devs play TerraTech!
Release Notes - TT_Unstable Version 1.6.1.1
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here:
https://www.youtube.com/watch?v=r_ce_yPOflo
Quality of Life Improvements
Wheel colliders now count as part of the parent block. This helps the Circuits & Systems Proximity Sensor see them
Conveyors:
Now show a preview when being placed
Visually connect to neighbour crafting in/outputs
The Alternating Conveyor now has Circuits & Systems control (flags dictate output)
Improved handling of mod loading on startup
All Mods now load on start-up, instead of just the 50 most recent
Tech Placement direction is now shown and can be rotated
Added Space Junkers Techs to enemy population
Circuits & Systems snapshot loading performance enhancements
Design Tweaks
Space Junkers can now be unlocked in Co-op Campaign
Updated blocks available in Sumo & Gauntlet
Updated the SJ Scrapgun's falloff visual effects to better illustrate the range of the area it covers
Block Adjustments
The Space Junkers Harpoon & Cog Jammer are now available in Co-op Game Modes
The Reticule Research Ornithopter Wings now have sound and have different directional behaviour
The following Blocks are now available in the main game:
Reticule Research Basic Keybinder
Reticule Research Modulo
Reticule Research Toggle
Reticule Research Latch
Reticule Research Multiplexer
R&D
New Block: Reticule Research Advanced Keybinder
New feature: Experimental flamethrower, The Reticule Research Hellstream Conduit, that sets blocks on fire
Added Scrap Piles to R&D crafting section
🔴 New Stuff w/ Matt
We're taking a look at some of the New Stuff that's coming to TerraTech in the next Update!
🔴 New Stuff & Community Core w/ Matt
We're taking a look at some of the New Stuff coming to TerraTech as well as taking a few Community-made Techs for a spin!
🔴 TerraTech Olympics? w/ Matt
Come help Matt design the next Community Challenge - The TerraTech Olympics!
Community Spotlight - Rafs
Hey Prospectors,
Matt here coming at you with another fresh installment of Community Spotlight, a monthly post that takes a look at a specific TerraTech Creator from the Workshop.
This month we're taking a look at some of Rafs' Mods. As one of the OG TerraTech Modders, focusing mostly on Skins, Blocks and even a whole Corporation Rafs is responsible for some of the most well-loved and well-used Mods on the Workshop. So let's take a look at some of them.
GreenTech
Probably their most well-known Mod, and for good reason, this WHOLE Corporation Mod uses functionality from other Mods, as well as Rafs' own Block Models and Skins to create GreenTech! There are over 300 Blocks in this Mod, covering all the different Block categories.
Rafs has also published a handful of Block Mod Packs which all feature unique and fun Block types for different Corporations. My personal favourite is the Weapons Pack.
We asked Rafs about their process for Modding TerraTech, what their inspiration is and what they've got planned next. Here is what they had to say:
Q: What's your approach to Modding in TerraTech? What's your inspiration? A: My approach to Modding was a process that started without mods in mind. I constantly had ideas for TT blocks and cool stuff but had no means of doing it, eventually this got me so hyped that I made detailed suggestion threads at the old Forum, and even started learning 3D Modeling so I could provide concept art to those ideas (I wanted to get the devs hyped I guess lol). Eventually I had ideas for Skins and some community friends liked them and teached me how to mod skins; that's how I started. Then I thought of adding those 3D models I had already made into the game as block mods (at first, just basic blocks); that was the longest and hardest process but so rewarding. And it kept going all the way to GreenTech, always with the help of the community and older modders (which became friends that I still talk to this day!).
Q: What's your advice for players starting out on their first TerraTech Mod? A: My inspiration is in many other games I played, Pokemon for example inspired some GreenTech weapons, while Anno 2070 Ecos' inspired the corp style! But the biggest inspiration will always be the game itself, and many blocks come from sessions of experiment with existing stuff.
Q: Have you got any exciting new Mods planned for the future? A: For the main TerraTech game not at the moment, I am waiting TerraTech Worlds to leave early access so I can play the whole experience and maybe think of mods if I get the idea sparks, it has a lot of exciting new systems in it which are fertile grounds for experimenting :)
🔴 Dev Livestream w/ Matt
Come watch the Devs play TerraTech
Steam Summer Sale
TerraTech is 70% OFF as part of the Steam Summer Sale!