TerraTech 1.4.7 update is now available on Steam

Matt

PAYLOAD STUDIOS
Jul 23, 2018
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Hey Prospectors,

Matt here with the first update of the year for you!

This update focuses on some quality of life improvements and includes a new Photo Mode so you can take awesome screenshots of your Techs. Trading Stations have been fitted with wireless chargers so you can recharge while in the field.

We've also added one of the most requested blocks... Projection Shields!

We've added more functionality to the Official Mod Support Tools so you can now create your own corps, cabs, wheels and weapons.

Enjoy!


New Features/Content:
  • Added Power and wireless charging to trading stations in main game.
  • Added Photo mode, This is a pause menu option that hides the UI and places you in a free camera mode.
  • Added names of the Payload skins to the skin palette.
  • Added hide UI button. (This is listed in the menu and is bound to F2)
  • Added Venture Projection shield in to the main game:
    • Venture Projected Tracking Shield.
  • Added 4 Better Future Projected Shields in to the main game:
    • Better Future Edge Shield.
    • Better Future Corner Shield.
    • Better Future Flat Shield.
    • Better Future Long Flat Shield.
  • Added 9 Reticule Research Projected Shields in to R&D Labs:
    • Reticule Research Small Edge Phalanx Shield.
    • Reticule Research Small Tapered Edge Phalanx Shield.
    • Reticule Research Small Phalanx Shield.
    • Reticule Research Long Phalanx Shield.
    • Reticule Research Large Phalanx Shield.
    • Reticule Research Corner Phalanx Shield.
    • Reticule Research Small Tapered Phalanx Shield.
    • Reticule Research Long Tapered Phalanx Shield.
    • Reticule Research Large Tapered Phalanx Shield.
Bug Fixes:
  • Fixed a bug where Atom would not de-spawn after the player travels away during the opening dialogue of Laser Laboratory.
  • Fixed issue with mini map updating as you approach a trading station and moving the markers.
  • Fixed bug with Charger Techs breaking remote chargers on other Techs.
Localisation Update:
Translations have been updated for various languages:
Many thanks to the TT Translator team, in particular recent translations from:
  • Sokolov
  • Demlenmis
  • Vakmix
Known Issues:
  • After players have uploaded a modded skin, block or corporation to Steam, TerraTech may not boot up. To remedy this players will have to restart Steam and the game should run normally.
 
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Wassaup

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Apr 28, 2019
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Added 9 Reticule Research Projected Shields in to R&D Labs
...Um, why? Why can't these be part of the main game? Not all new blocks need an introductory mission. You guys shouldn't be adding to pile of "schrödinger's blocks" (blocks, that are in the game, but not really). If anything, the focus should be to finalize the ones we already "have"!
 
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HeX

TerraTech Modder Manager
Jul 4, 2018
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...Um, why? Why can't these be part of the main game? Not all new blocks need an introductory mission. You guys shouldn't be adding to pile of "schrödinger's blocks" (blocks, that are in the game, but not really). If anything, the focus should be to finalize the ones we already "have"!
Have you heard of highly experimental and subject to major changes? That's what all the R&D only blocks are.
 

Wassaup

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Apr 28, 2019
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Have you heard of highly experimental and subject to major changes? That's what all the R&D only blocks are.
First: This game is a perpetual beta, i.e.: constantly developed. All of the content is subject to change, tho it rarely happens. (Don't even try to convince me, that it isn't!)

Second: I'm no coder, but I'm pretty sure, the RR projected shields use the same principle as the VEN and BF projectors. You know, the ones that are in the main game? I don't see the reason to isolate them like this.

Third: The axels and bearings have been stuck in the EXP limbo for years! I want to use these in the main game! I don't want to see more blocks join them in oblivion!

Fourth: If a block is so unstable, that it can't be part of the main game, don't put it in the stable version of the game! If it is functional, just let me use it how ever I want, so I can provide feedback on it! See how this works?

Fifth: Why are you defending this? Do you like blocks that have literally zero impact on the core game?
 
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HeX

TerraTech Modder Manager
Jul 4, 2018
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First: This game is a perpetual beta, i.e.: constantly developed. All of the content is subject to change, tho it rarely happens. (Don't even try to convince me, that it isn't!)

Second: I'm no coder, but I'm pretty sure, the RR projected shields use the same principle as the VEN and BF projectors. You know, the ones that are in the main game? I don't see the reason to isolate them like this.

Third: The axels and bearings have been stuck in the EXP limbo for years! I want to use these in the main game! I don't want to see more blocks join them in oblivion!

Fourth: If a block is so unstable, that it can't be part of the main game, don't put it in the stable version of the game! If it is functional, just let me use it how ever I want, so I can provide feedback on it! See how this works?

Fifth: Why are you defending this? Do you like blocks that have literally zero impact on the core game?
1. This perpetual beta you speak of is called active support. Something which far too few games actually do.
2. They may have the same principle but, as you can see if you actually looked, the RR shields are much closer to the actual block so there may be tweaks with the effects i.e. distance from block or the possibility of explosion resistance.
3. Unity engine physics
4. It isn't part of the main game, it's part of the R&D DLC.
5. Have you heard of faith in people?

oh and where's the dunce cap?
 
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Wassaup

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Apr 28, 2019
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1. This perpetual beta you speak of is called active support. Something which far too few games actually do.
2. They may have the same principle but, as you can see if you actually looked, the RR shields are much closer to the actual block so there may be tweaks with the effects i.e. distance from block or the possibility of explosion resistance.
3. Unity engine physics
4. It isn't part of the main game, it's part of the R&D DLC.
5. Have you heard of faith in people?

oh and where's the dunce cap?
1. No, this is patch culture! They just shove an unfinished game out and keep tweaking it until they get bored, instead of making a complete experience. And the vast majority of games do this! But what should I expect, when even frigin' Windows is a perpetual beta!

2. This isn't about their usefulness! It's not like these would be the first useless blocks in the game! Do they function? Yes! So let me use them! They can (and will) make adjustment later. Adjustments, that should be based on user feedback.

3. So they'll never be fixed? Unity is just a foundation, that needs to be built upon. Sure, some fixes are harder, than others, but they're all possible. (Now that's some good faith you have there.)

4. That's your argument? "They're useless AND behind a paywall!" A great use of development time for the devs and a great value proposition for the future customers! :rolleyes: I already have the deluxe packs, so this shouldn't get to me, but guess what!

5. I lost it in college.

As long as official mod support can't fully replace TTMM, it's not good enough for me! So no dunce cap (yet). You can say, I'm spoiled by Cities: Skylines and how they handle mods, but once you taste caviar, you can't go back to dollar-store fish sticks. And hey, it's also Unity engine, so that can't be the problem. I get that Colossal are backed by Paradox (who are packed by Tencent), but you can't put a sack of cash in a swivel chair and have it code a game for you!
Don't get me wrong, I appreciate the work that you, Whitepaw and the other modders have done, but I would rather just juggle one set of mods. And I would prefer those to be from the official source.
 

minimic2002

Well-Known Member
Sep 13, 2020
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Its nice to see a update that actually does something other than adding a useless decoration part.

However, its rather disappointing given the timeframe since the last update that adds new functional blocks, its somewhat understandable since COVID19 will be effecting the studio but there's been nothing regarding a fix to the broken AIs, missions, Mining/Fabrication, Balancing or Any indication of significant game changes.

I do like the game, but it development is well... severely lacking on many aspects even given the current circumstances. Might I suggest addressing the issues around the development so you can move on and stop giving reasons as to why its slow and start focusing on how you can improve the game.

At current the mods spend a lot of time going through pictures of peoples builds in showcases which could be time spent on other things like collating data on the current thoughts about the state of the game and what updates should be pushed or prioritised. Its not that I don't appreciate the thought of hosting these community events, its that with a limited team resources are being wasted on trivial things that are simple, but consume time. If you are set on hosting community events, then you should pick a set of judges for each event from the community that are good at building techs related to the event. On the note of events, holding TerraTech Tournaments would be a entertaining way of showcasing builds in action (These would be easy to get someone else to judge, as the winner is determined as the one left standing from each round)
 

joseph racer

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Feb 1, 2019
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At current the mods spend a lot of time going through pictures of peoples builds in showcases which could be time spent on other things like collating data on the current thoughts about the state of the game and what updates should be pushed or prioritised. Its not that I don't appreciate the thought of hosting these community events, its that with a limited team resources are being wasted on trivial things that are simple, but consume time. If you are set on hosting community events, then you should pick a set of judges for each event from the community that are good at building techs related to the event. On the note of events, holding TerraTech Tournaments would be a entertaining way of showcasing builds in action (These would be easy to get someone else to judge, as the winner is determined as the one left standing from each round)
Matt does not help with development he is a community manager.
 

minimic2002

Well-Known Member
Sep 13, 2020
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Matt does not help with development he is a community manager.
Indeed, but if the community inputs information via the forum, the information still needs to be collected and passed on. And I'm not referring to anyone in particular but in terms of doing stuff matt it appears like matt does most of the advertising, videos, community events and collating feedback/suggestions. This is quite a bit of work which means it isn't unlikely that some stuff might be overlooked, I don't personally know matt but he seems like a decent guy but with a lot of ground to cover sometimes it cant be helped, it doesn't matter how good you are if there is too much work for one person. This is why I recommended handing off some of the tasks like community events to the community as it is both practical and also productive towards the community. This way staff like matt might get a chance to look into things with a bit more detail and maybe even get a chance to grab a coffee lolz.

Usually staff roles show up separately from the general users and I've only ever seen matt on the forums, there's most likely been the occasional visit from the development team but its likely that most of the time they are working on other things like updates and bug fixes.
 
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Matt

PAYLOAD STUDIOS
Jul 23, 2018
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Indeed, but if the community inputs information via the forum, the information still needs to be collected and passed on. And I'm not referring to anyone in particular but in terms of doing stuff matt it appears like matt does most of the advertising, videos, community events and collating feedback/suggestions. This is quite a bit of work which means it isn't unlikely that some stuff might be overlooked, I don't personally know matt but he seems like a decent guy but with a lot of ground to cover sometimes it cant be helped, it doesn't matter how good you are if there is too much work for one person. This is why I recommended handing off some of the tasks like community events to the community as it is both practical and also productive towards the community. This way staff like matt might get a chance to look into things with a bit more detail and maybe even get a chance to grab a coffee lolz.

Usually staff roles show up separately from the general users and I've only ever seen matt on the forums, there's most likely been the occasional visit from the development team but its likely that most of the time they are working on other things like updates and bug fixes.
We actually do collate and report ALL the feedback we receive on the forums, steam reviews, social channels, ect. It may not be completely obvious that this work is being done, but I can assure you we are listening to you all :)