Quality of Life Improvements

burger1113

Well-Known Member
Jan 3, 2015
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The terrain manipulation seen in missions are, for basically the entire thing, manually designed. To implement caves using this method, they would need to model caves completely, meaning there would be no diversity. It would also be basically impossible given that the game is being developed by a pretty small team. Having the devs implement caves this way would take much longer than just remaking the game from nothing in order to include procedural generation of the caves as well.
Well I dunno about longer than starting from scraaaatch, but yes. We should be leaving the terrain and other big additions alone and go ironing things out elsewhere. Then let's make a star citizen scale terratech from scratch lol kinda like a no man's sky + terratech, maybe.
 

Vertu

Well-Known Member
Jun 10, 2020
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I originally was gonna stay quite but it's gone far enough now for me to join in. Technically caves can be a quality of life thing since it makes resources that don't have seams easier to amass, abundant rocks with Plumbite and Titanite for example, but is easily something that would require significant rework to implement. I believe the TT terrain is indeed height locked, if you clip into the terrain successfully, it is proven that only the surface of the terrain has collision, there is literally no physical interactions below, just the thin surface. So you can imagen shaping the current terrain into a cave only to have the ability to go through the roof since there's no bottom collision. Also the camera really does not like interacting with special terrain such as the monoliths, camera controls get funky around vertical terrain too.
 

LCo

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Jul 6, 2018
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Can we just forget I said cave? Apparently, they're just not possible to implement, so let's move on. What about savanna? From an aesthetic point of view it would be interesting to some transitional biomes. But that's just aesthectic.
 

Bazzietuk

Well-Known Member
Sep 7, 2019
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Ability to rotate all blocks when building factories, refineries so they can be placed horizontal or vertical

Excess block limit on conveyor belts
Mine resources even if your out of their visual range

Ability to place multiple miners on one seam (could place 4 and save the snapshot of it but it's hard to place from a snapshot) Being able to place them easier would be helpful on a seam with more snap to points.

A seam is quickly mined out, it should contain more resources.

Fix the turrets so their weaponry does more damage to AI vehicles, currently it takes forever for them to damage an AI vehicle with no interaction from the player even with Curise missiles for weapons.

More conveyors for each faction and better ability to place them.

More storage silo's for each faction.

The crafting bug could be fixed by crafting an item which is then sent to a silo until it's called for by the next phase of the crafting process.

Overhaul the entire crafting system, plugin system so you don't need extra levels to craft higher spec material. If a part needs two lower spec components crafting put them in the silo until both or made then call them for the next step of crafting.

Full size world map showing your tech with placeholders you can enter text into for notes.

Waypoints on the map would be useful so you can select them to instantly teleport to them if you've got tech there.

Endgame for compaign mode. Something like build a tech that will launch you 100,00 feet vertical to escape the planets atmosphere. You could then crash land on another planet to start again with a pile of cash to help with building a new vehicle. It'd give the game somewhere to go rather than it just continuing on with nothing to do. You could start with a bigger start vehicle on the second planet, third planet etc with tougher enemies until you reach a "home" planet and if you have enough resources saved/mined and cash you get to stay if not your sent off to another planet until you do and so on but the amount you need to mine increases by a set amount. It would add a challenge to the campaign mode instead of it being never ending. Each planet in this setup would need to be of one biome type so completely green with trees or desert only. IT would make the game more challenging to find rarer crafting materials which could also improve the shop system to buy rarer parts at a higher cost.
 
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burger1113

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Jan 3, 2015
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Oh I totally forgot about the rotors!
Despite the popularity seen after their release, the helicopter rotors are pretty much unused by users besides placing them horizontally for forward thrust. In fact, you rarely see anyone building legit helicopters at all because, in order to make one, one needs to

1. Put on adjusters in awkward places to provide pitch and roll, while they will alter the lift balance of the tech since they will try to help with lift. (Real life rotors provide pitch and roll. Not in Terratech)
2. Deal with fiddling with the throttle constantly to keep the vehicle at a desired altitude.

So the designing process and the control of the tech are both far more complicated than they should be. Pretty much all the helis people made are doused with gyros so they can focus on wrestling with the throttle. Most even go forward with thrusters instead of using the rotor's lift while pitched forward, which also brings up the issue of the rotors not having enough thrust.

Other than making the rotors do pitch and roll, a critical function needs to be added: when they are placed horizontally on a tech, they should adjust their own throttle to keep the tech at a constant altitude. To make fine control possible, the throttle control could be as they are now, while 0% is where the vehicle maintains altitude. This should let players control how fast they ascend/descend.

One more thing that could vastly improve the flying experience for all aircraft types is adding an altitude indicator.
216px-AI_aircraft_orientation.png
The thing we currently have... I'll just say that it's not good. I bet nobody even looks at it anymore, just as I have defaulted to relying on visual cues. If none of the above mentioned suggestions gets considered, please at least give us this indicator.
 
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Vertu

Well-Known Member
Jun 10, 2020
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Oh I totally forgot about the rotors!
Despite the popularity seen after their release, the helicopter rotors are pretty much unused by users besides placing them horizontally for forward thrust. In fact, you rarely see anyone building legit helicopters at all because, in order to make one, one needs to

1. Put on adjusters in awkward places to provide pitch and roll, while they will alter the lift balance of the tech since they will try to help with lift. (Real life rotors provide pitch and roll. Not in Terratech)
2. Deal with fiddling with the throttle constantly to keep the vehicle at a desired altitude.

So the designing process and the control of the tech are both far more complicated than they should be. Pretty much all the helis people made are doused with gyros so they can focus on wrestling with the throttle. Most even go forward with thrusters instead of using the rotor's lift while pitched forward, which also brings up the issue of the rotors not having enough thrust.

Other than making the rotors do pitch and roll, a critical function needs to be added: when they are placed horizontally on a tech, they should adjust their own throttle to keep the tech at a constant altitude. To make fine control possible, the throttle control could be as they are now, while 0% is where the vehicle maintains altitude. This should let players control how fast they ascend/descend.

One more thing that could vastly improve the flying experience for all aircraft types is adding an altitude indicator.
View attachment 35593
The thing we currently have... I'll just say that it's not good. I bet nobody even looks at it anymore, just as I have defaulted to relying on visual cues. If none of the above mentioned suggestions gets considered, please at least give us this indicator.
I SHALL SUMMON THE WALL OF TEXT ONCE AGAIN!
Now this is next level quality of life improvement. Seriously, rotors are mostly unusable due to their forced vector motion, so placing horizontally is almost always a bad idea unless you plan to play around continuous motion. So that makes them even less popular in practice. Honestly a lot of the flying experience can be fixed by creating motion gyro's similar to real gyro systems. You tilt the source of your gyro stabilization so you forcefully pitch to a certain vector, so you can build perfectly stable so you can hover stably parallel to the ground while also being capable of changing that vector of direction, (changing where the "parallel to the ground" is, so 45* above ground will cause a 45* vector of motion), right now we have no choice but have to either customize the gyro resistance so it will not pitch past a certain point or constantly adjust manually, both involve indirect forced manipulation that a self operating rotor would easily have implemented in its control capabilities in conjunction to implemented gyros.

Look at hovers for example, before they where not gimble mounted so they always pointed down...THAT SUCKED! Until gyros came. But when the hovers became gimble mounted, all the original problems just magically disappeared. I feel like the same can apply to rotors. A bit more versatility such as the altitude indicator but more for rotor interaction between the player and the game. "I want to go forward." *Game calculates how you should pitch to go forward based on how much you set your altitude indicator to pitch, player sets 45 degrees "forward" [pointing to the ground] on the indicator, the game uses that information to pitch the tech to that desired angle, using the gyro(s) and rotor(s) together.* We look at the hovers in this scenario and see, "I want to go forward." *Game tilts hover vertex's opposite to the desired motion and successfully creates forward force.* "I want to turn left." *Game uses available sources of motion such as propellers, hovers, and Ion drives all together to achieve this request based on the current control scheme.* Rotors right now? "I want to go up to 50m above the ground." *No function available.* "I want to go up." *No defined parameters to use, do it all yourself.* "I want to go down from being up quickly." *Have to reverse vertex thrust to 0, then press "down" again to go negative.* There is no direct communication between the player and game, no defined desired speed or parameters. Hovers too, but when you want to turn left, you probably want to turn left as fast as possible, so it's not as much of a problem as rotors.
 

Vertu

Well-Known Member
Jun 10, 2020
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I can't believe I forgot this one.
A better method of building inside techs when the camera is inside the tech.
I am sick of doing special maneuvers to place blocks inside the hull only to have a SINGLE BLOCK suddenly not place where I want it to as the attachment points loaded, and have to hunt down for hours where that block is!! Unless you create an armor plated shell around your entire tech to remove all attachment points, building inside a tech SUUUUCCCKKKKSSSS.

In fact, its the one thing I really hate about this game. I never look forward to retrofitting/updating techs because of how annoying and tedious it is to do so.
 
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Nightblade Greyswandir

Nothing is good enough!
Feb 3, 2017
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Terraland
ngttadventures.blogspot.se
I had a dream... of Terratech 2, with larger tech, weather, water, large structures that we can build cities around, lot of small robots that are wandering from one place to another, collecting crystals from cristal farms and mining deep in ground for stone and metals, while protected by huge battle techs patroling on predesigned areas and protecting from enemies above ground, on the ground and below ground...
 

burger1113

Well-Known Member
Jan 3, 2015
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I had a dream... of Terratech 2
Yas. We want Star Citizen + Terratech. I guess the issue is how in Terratech, each techs are a combination of 100+ items of their own to render and compute, while in most other games, it's much less than that. Would be nice to see some clever features like what Wolfire Games did with their games, too.
 

Rafs

Director-General of GreenTech
Apr 4, 2019
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I would like to suggest better control of time of the day and toggle on Day/Night cycle for Creative Mode and R&D.
And Neutral tech option to return to R&D :)
 

minimic2002

Well-Known Member
Sep 13, 2020
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Hey Prospectors,

We want to take a look at some Quality of Life improvements we can make to TerraTech.

For those who don't know what quality of life improvements are, they're general changes, adjustments, or additions we can make to the overall game to help improve things like functionality, accessibility, ease of use, etc.

An example of a Quality of Life improvement, and one of the most requested, has been New Biomes. Others include adding a Free Cam mode, more functionality to the Build Beam, map waypoints, to list a few.

So we want to hear your most pressing Quality of Life improvements that you'd like to see in TerraTech. Use this thread to post them. We'll then go through them all and see what we'll be able to do.

Thanks!
Some of my suggestions have links as I have mentioned them before and explained in greater detail. (All links are a TerraTech forum post)

- Add new types of mines so I don't have to move my entire base and fly for an hour to find a new spot.
- Buying parts should be more expensive, otherwise there's no point to production if you can just sell the blocks and buy it instantly.
- New conveyor types
- New Storage Options
- Balancing of homing missiles
- Ability to sell produced parts (Make small profit from factory lines, buy resource chunks ---> Production stuff ---> sell parts)
- Enemy AI bases should have a rare chance of spawning normally
- Special parts, parts that can be crafted but not brought, require special rare ores to make. (This would make the game much more interesting)
- Harpoon weapon, latches on to what it hits and reels it in, can hook to terrain and requires manual aiming. missing has its drawbacks as you cant move very much while its pulling. (Would be a special part)
- A option to remove lose parts and chunks to reduce lag.
- Waypoints for the map (Auto adds options for landmarks like spider fortress)
- Actually make the AIs work
- Mines, refineries and fabricators should require power to function
- Base shield, covers a much larger area and prevents enemy techs from entering. Consumes a lot of power and has to be anchored (Would be a Special part)

-------- // Biome suggestions \\ --------

- Sky islands should be added to the game so flying has storyline content and also more uses other than combat.
- Canyons should generate in the desert (Pits you can fall in, however high in ores)
- Jungle, big trees with much higher durability, hard to navigate but good for wood and sap.
- Snow/Ice biome, reduced grip but can find ice (Required for special parts, e.g freeze ray(Prevent a few parts from functioning), Ice paver (Puts a thin layer of ice on ground to make techs slide) )
- Volcanic biome, a volcano at its centre that can erupt every so often (scatters big ore rocks), can get special ore from rocks that is required to make fire based weaponry (E.g fire bombs, requires a hot rock for each use as to balance out how strong it would be)
 
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BackhadCrane9

Well-Known Member
May 24, 2019
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I have more fun in the game's combat system, personally. I want to see a complete console controls options. I know that will be hard, but it gives console players better options for controlling advanced techs. I also want to see the revamp of helicopter controls, and an angling system to the rotors. It is almost impossible to make a free-functioning helicopter, as any time you try to change tilt or yaw, the rotors set to lift stop spinning.

Also, I NEED to see a couple different large plane propellers. I know that the one for hawkeye is there, and it is cool and all, but I have been trying to build massive planes, and it doesn't look right. I would like to see propellers from a B-17 or B-29 Superfortress.
 

warbrand2

A merc who loves blowing up large targets.
Jun 16, 2020
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The ability to combine large amounts of techs on the map into a base, tired of seeing 100s of blue dots when going to a large established base.
 
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Sapioit

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Nov 1, 2019
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I posted this in a different topic before I got here, so I will link the post and include what I wrote. Snapshots for the techs are in the same thread.

1. Corps unlocking should be tied to reaching the previously-unlocked corps' grade 1 (from the default grade 0 upon unlocking). This way, you won't deal with grade 1 Venture only after reaching grade 3 GSO, and won't deal with Better Future only after reaching grade 5 with GSO. Reticule Research should be the exception from this rule, requiring grade 3 GSO (so we can get dynamos and the like, but have the other RR quests unlocked by grade 5 GSO.

2. Fabricators should check upon loading at maximum-render-distance whether or not they have all the components needed to manufacture something, to fix the problem if getting stuck.

3. Change the rotation keys. Have one key be for checking every possible placement position of a face, first checking every position facing one orientation, then going to the next orientation and so on. The other key should change the face with which the block you're trying to place will be connected to the blocks you're trying to place. If the block won't fit in a certain position, it can be either skipped or show as unplaceable, possibly have a setting for that.

4. Components factories should have a queing option, so we can use a single components factory to create a block without looping. It would still only output one component, but it will queue and craft all the components needed for those components as well. It doesn't have to be shown to the player outside of a new tab of the menu.

5. Add a new functional block which lets us see how many raw resources a block needs (or add that information in a tooltip while hovering over an item in the fabricator), and to show us how many of each resource we have (or add that to the fabricator, in a new tab).

6. Use the weekly/monthly build challenges to completely rebuild the vehicles the enemies can spawn in, or at least let the users have those blueprint files in a folder, so they can modify (add, remove, replace) them as they needed, or so people can mod new vehicles to replace the old ones.

7. Change the respawn menu to have 5 pre-built vehicles to choose from, aside from the last vehicle used. GSO, GeoCorp, Venture, Hawkeye, Better Future. Not having Reticule Research, Space Junkers, Legion, and Aesthetics would be a good idea, because those are meant to be a different kind of corps. Those should also be chosen using only grade 1 or up to grade 2 blocks, and fit in a certain price range. A a geo-corp drill with a 2x2 for picking up resources, a small airplane with 2 smallest propellers and needing the weakest booster to take off and increase in speed and elevation (as opposed to slowly descending and/or slowing down), a tiny cannon with 2 front wheels and the tail dragging behind, and a small hovercraft, those would be good options without being overpowered. GSO could also get an upgrade, using less blocks in general, and getting some ground clearance.
 

Sapioit

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Nov 1, 2019
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The ability to combine large amounts of techs on the map into a base, tired of seeing 100s of blue dots when going to a large established base.
Or a block to add to an owned tech to hide it from both the radar and the menu with the owned techs. This way, it would be a double-edged sword.