REJOICE! THE NEW UNSTABLE HAS RELEASED!

Sozin

Dog Emperor
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#3
@Soviet_Samuelson

Hey Prospectors,

Matt here with some big news for you...

Co-op Creative has made its way to TT_Unstable!

There have been a lot of technical hurdles to overcome, such as reworking the network code to allow smoother, more stable gameplay. However, thanks to our amazingly talented team of designers and coders, we’re now ready to reveal our first co-op mode, which you can play with your best (or worst) buds right now!

This is the first of several stages of development that will flesh out our various co-op modes, with the aim of releasing a Co-op Campaign mode further down the line. For this iteration, you can expect:
  • Up to 4 players per game
  • Peer2Peer hosting
  • Local saving (host only)
  • Build on each other’s Techs (with option to not allow it)
  • A selection of preset biomes
For future iterations you can expect:
  • Toggleable Friendly Fire
  • Spectator Mode
  • Enemy Techs
Some blocks won’t be available in Co-op Creative as they don’t play nicely with the netcode, such as:
  • Crafting Blocks
  • EXP Blocks
  • Blocks with holding beams (receivers, SCU, block magnets, etc)
Our plan is to continue to polish Co-op Creative on PC with the aim to have it released in to Stable as soon as possible. Xbox One and PlayStation 4 players can expect to play Co-op Creative in Q2 of this year.

Enjoy!
Matt


Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.

New Features:
  • Co-op Creative mode.
  • Better Future Campaign missions.
    • Available to unlock from GSO Grade 4.
  • Sound effects added to the user interface.

New Better Future blocks:
  • Standard blocks:
    • Better Future Two Face Blank Block
    • Better Future Three Face Blank Block
    • Better Future Stream Fillet Block
    • Better Future Stream Internal Corner Block
    • Better Future Small Air Rig
    • Better Future Medium Air Rig
    • Better Future Large Air Rig
  • Weapon blocks:
    • Better Future FS Laser
    • Better Future Scatter Laser
    • Better Future Trapdoor Assault Laser
    • Better Future Cyber Disc Laser
  • Accessory blocks:
    • Better Future Small Light
    • Better Future Radar
    • Better Future Payload Terminal
  • Power blocks:
    • Better Future Solar Panel
    • Better Future Shield Bubble Projector
  • Manufacturing blocks:
    • Better Future Sky Anchor
    • Better Future Fabricator
    • Better Future Scrapper
  • Flight blocks:
    • Better Future Tail Wing
    • Better Future Gravity Magnifier Engine
    • Better Future Medium Hover Ring
    • Better Future Large Fuel Tank
    • Better Future Large Air Brake
    • Better Future Anti-gravity Eco Engine

Design Tweaks:
  • Moved all Anchor blocks for all corporations to the Manufacturing blocks section of the block Inventory.
  • Added persistent beam effect to Better Future Laser Turrets.


Known Major Issues:
  • Certain enemy AI will not attack the player.
  • Most turrets are incorrectly friendly instead of enemies that atack the player (including the ones in R&D Test Chamber).
  • After accepting Deathmatch invites, players may be unable to control Techs.
  • The range indicator for a GeoCorp Wireless Charger is so large, it may not be apparent to the player unless it's held in the distance before being attached to a Tech.
  • Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
  • Translations for non-English language support is work-in-progress for most languages.
 

Soviet_Samuelson

On the path to becoming a grand-master idiot
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#4
@Soviet_Samuelson

Hey Prospectors,

Matt here with some big news for you...

Co-op Creative has made its way to TT_Unstable!

There have been a lot of technical hurdles to overcome, such as reworking the network code to allow smoother, more stable gameplay. However, thanks to our amazingly talented team of designers and coders, we’re now ready to reveal our first co-op mode, which you can play with your best (or worst) buds right now!

This is the first of several stages of development that will flesh out our various co-op modes, with the aim of releasing a Co-op Campaign mode further down the line. For this iteration, you can expect:
  • Up to 4 players per game
  • Peer2Peer hosting
  • Local saving (host only)
  • Build on each other’s Techs (with option to not allow it)
  • A selection of preset biomes
For future iterations you can expect:
  • Toggleable Friendly Fire
  • Spectator Mode
  • Enemy Techs
Some blocks won’t be available in Co-op Creative as they don’t play nicely with the netcode, such as:
  • Crafting Blocks
  • EXP Blocks
  • Blocks with holding beams (receivers, SCU, block magnets, etc)
Our plan is to continue to polish Co-op Creative on PC with the aim to have it released in to Stable as soon as possible. Xbox One and PlayStation 4 players can expect to play Co-op Creative in Q2 of this year.

Enjoy!
Matt


Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.

New Features:
  • Co-op Creative mode.
  • Better Future Campaign missions.
    • Available to unlock from GSO Grade 4.
  • Sound effects added to the user interface.

New Better Future blocks:
  • Standard blocks:
    • Better Future Two Face Blank Block
    • Better Future Three Face Blank Block
    • Better Future Stream Fillet Block
    • Better Future Stream Internal Corner Block
    • Better Future Small Air Rig
    • Better Future Medium Air Rig
    • Better Future Large Air Rig
  • Weapon blocks:
    • Better Future FS Laser
    • Better Future Scatter Laser
    • Better Future Trapdoor Assault Laser
    • Better Future Cyber Disc Laser
  • Accessory blocks:
    • Better Future Small Light
    • Better Future Radar
    • Better Future Payload Terminal
  • Power blocks:
    • Better Future Solar Panel
    • Better Future Shield Bubble Projector
  • Manufacturing blocks:
    • Better Future Sky Anchor
    • Better Future Fabricator
    • Better Future Scrapper
  • Flight blocks:
    • Better Future Tail Wing
    • Better Future Gravity Magnifier Engine
    • Better Future Medium Hover Ring
    • Better Future Large Fuel Tank
    • Better Future Large Air Brake
    • Better Future Anti-gravity Eco Engine

Design Tweaks:
  • Moved all Anchor blocks for all corporations to the Manufacturing blocks section of the block Inventory.
  • Added persistent beam effect to Better Future Laser Turrets.


Known Major Issues:
  • Certain enemy AI will not attack the player.
  • Most turrets are incorrectly friendly instead of enemies that atack the player (including the ones in R&D Test Chamber).
  • After accepting Deathmatch invites, players may be unable to control Techs.
  • The range indicator for a GeoCorp Wireless Charger is so large, it may not be apparent to the player unless it's held in the distance before being attached to a Tech.
  • Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
  • Translations for non-English language support is work-in-progress for most languages.
OMG THANKS
 
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Soviet_Samuelson

On the path to becoming a grand-master idiot
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#5
Suggesgted fix for:
> The range indicator for a GeoCorp Wireless Charger is so large, it may not be apparent to the player unless it's held in the distance before being attached to a Tech.

Make the wireless charger´s radius be a translucent, stretched out circle over the ground, rather than a bubble
 
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Sozin

Dog Emperor
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#8
  • Better Future Gravity Magnifier Engine
  • Better Future Anti-gravity Eco Engine
so what do these do?
Better Future Gravity Magnifier Engine:

"This curious block is the exact opposite of an Anti Gravity Engine. As its name suggests, it increases the effect of gravity on all blocks under its influence. It can be temporarily used to change the center of mass of a tech ..."

Anti Gravity Eco Engine

2x2x2 antigrav engine, all attach points present. Approx 1.333 x radius as Apple antigrav engine (~2.4x the volume). Drains more power for each affected block than the other antigrav engines.
 

Sozin

Dog Emperor
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#9
Some notes on the Sky Anchor:

Can only anchor tech when within ~100-150 feet of the ground

The sky anchor beam seems to apply torsionary force, so placing them far apart at the corners will actually stop your tech from turning too much

The sky anchor seems to slow down your tech (some light vertical damping)

The sky anchor will prevent you from moving translationally (provides a pulling force)

The sky anchor forbids you from going above 150 feet. If your craft has the ability to go up (higher thrust than gravity), it will, very slowly, rise, until eventually it reaches max height, which apparently varies, with very powerful engines letting you get up to 150
 

rdoom2003

乚乇卂刀乇尺 口下 卄乇乚工口丂
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#10
CAN YOU PLEEZE send me a screencap of the changes? my school-issued PC blocks the steam website

MY school does the same. To get around the block paste the steam link into the google translate website and translate from french(Or any language) back to english. GT acts like a proxy and you'll be able to read it
 

Sozin

Dog Emperor
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#14
Also cache:http:// at the biginning works sometimes.
Quick note on caching: Caching only works if you've been to the website before using that browser. It's basically saving a copy of it when you visit it locally so it doesn't have to go out and fetch it again when you next ask for it. If nobody can reach the website at all in the first place, it won't get cached at all.
I'm actually curious that it worked at all if it's blocked, b/c that actually makes no sense to me, unless your school has another proxy upstream that does its own caching, and filters out requests for website only on actually sending them out, and said proxy also accepts requests from non-student accounts which can view it to get it cached in the first place.
 

Soviet_Samuelson

On the path to becoming a grand-master idiot
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#15
Quick note on caching: Caching only works if you've been to the website before using that browser. It's basically saving a copy of it when you visit it locally so it doesn't have to go out and fetch it again when you next ask for it. If nobody can reach the website at all in the first place, it won't get cached at all.
I'm actually curious that it worked at all if it's blocked, b/c that actually makes no sense to me, unless your school has another proxy upstream that does its own caching, and filters out requests for website only on actually sending them out, and said proxy also accepts requests from non-student accounts which can view it to get it cached in the first place.
my school has 2 blocking things: things blocked by the Wifi, and things blocked by a local application. Steam is blocked by the app, so it's impossible to get to steam on it.
 
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Seth_Seth

Confused Leader of the Golden Armada
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#16
Some notes on the Sky Anchor:

Can only anchor tech when within ~100-150 feet of the ground

The sky anchor beam seems to apply torsionary force, so placing them far apart at the corners will actually stop your tech from turning too much

The sky anchor seems to slow down your tech (some light vertical damping)

The sky anchor will prevent you from moving translationally (provides a pulling force)

The sky anchor forbids you from going above 150 feet. If your craft has the ability to go up (higher thrust than gravity), it will, very slowly, rise, until eventually it reaches max height, which apparently varies, with very powerful engines letting you get up to 150
Wait there's a limit for the max height you can get?