TerraTech Worlds Tech Building System Tips and Tricks

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TerraTech Worlds Tech Building System Tips and Tricks – In this guide we will share some tips and tricks regarding the technical building system in the game.

It became more complex than in standard TerraTech. I don’t pretend to be an expert, so corrections and tips would be appreciated.

() are my assumptions

TerraTech Worlds Tech Building System Tips and Tricks

There are 2 main limits:

1. Reactor capacity

(limit of added blocks)

2. Cab efficiency

(limit of added rounds)

UPD (I’m not 100% sure this is accurate. I think it adjusts the absorbed cost when using modifiers like weapon mounts etc. I noticed that the weapon on the mount seems to cost less than the -3 reactor capacity it assumes weapon holder.)

One of the key features are modifiers:

1. TURBO

Weapon – Increases fire rate

Wheel – Increases acceleration and maximum speed

(does what he said)

2. AMPLIFY – Increases performance

(This makes the weapon more powerful, deals more damage. Assuming it will work on lasers, boosters, etc.)

3. NANOBOT REPAIR – Increases repair speed

(faster blocking of HP repair if they are not destroyed. Then only R will help)

4. RECYCLING – Blocks have a chance to not consume reagents

(Guns can fire without using up bullets. Very useful. Assuming the booster etc will also use less, lasers will not be affected)

5. SUPERCONDUCTOR – Reduces energy consumption

(lasers and similar parts use less technical energy)

6. ARMOR – Reduce damage taken

Tips

There is a technical temperature indicator that can be useful.

You can add parts above the power limit of the reactor, which will lower some of your specs depending on the overheat.

But it can be balanced by the coldness of the arctic biome, for example.

So tune your technologies for different biomes.

There are different conditions for mods. The modifier can apply to all technology blocks, directly attached blocks, or some specific ones.

Thus, the main goal in creating an effective technology is to take into account the properties of the modifiers and arrange the blocks in a special way.

Batteries can add tech power and are good for lasers (note that lasers have fewer attachment points), cargo can add more storage and is good for weapons with ammo.

Some modifiers reduce the reactor capacity of a weapon or wheels, such as mounts, shafts, and weapon frames.

Late game cabs have specific conditions for modifiers. So use all these features to your advantage.

I recommend using armor with most HP. 500 is great for 5 reactor loads. Not sure why other armor has so much less HP.

Wheels are something else. Assuming the big wheels can’t get through the sea. Small and medium-sized bikes could not handle a lot of weight.

The shield projector and weapon mount can be tricky. Don’t block the aiming area and practice your technique before leaving.

Here is an example of a modified Witch Fire. This weapon has many attachment points so it’s easy to make a lot of mods.

I currently have 2 weapons with: 3 turbo, 3 boost and 8 recycle. It has become very powerful and uses less ammo (about 2x less).

TerraTech Worlds Tech Building System Tips and Tricks

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Written By: KreoLich

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