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PowerBlocks
Power Blocks
PowerBlocks

Power blocks revolve around gathering and harnessing electrical energy. Their abilities are often useful for either offense or defense and in specific cases, they have other functions. All corporations will manufacture at least one type of power block. Note that a power block must be capable of interacting with the electricity game mechanic. All power blocks will share the same electrical capacity on a single tech regardless of block placement. The only requirement is that they must be connected directly.

Blocks subtypes[ | ]

Generators[ | ]

Generators generate "electricity"( or "power"), in several different ways, many of which are similar to how electricity is generated in real life. All Corporations except for Venture manufacture at least one type of generator.

  • Furnace Generators burn a small selection of resource chunks to generate electricity. Resource chunks are able to be delivered to the generator via dragging them manually, or through certain manufacturing blocks such as Conveyors and Receivers. Refining resources does not affect their total energy output, but doubles the burning speed, such as they are much more time-efficient.
  • There are three special subtypes of "renewable" generators which don't take any resources but have specific requirements:
    • The Geothermal Generator, which needs to be anchored over/on a steam vent to produce power; but it produces a constant stream of energy that never runs out.
    • Solar Generators produce power when anchored and only during daytime. Solar generators take ~2 seconds each to extend their panels to begin generating power.
    • The Reticule Research Dynamo Generator generates a very small amount of energy when a tech is moving past a certain speed(and the amount of power generated increases as the tech goes faster). However, the tech has to have at least one wheel touching the ground(or another tech) in order for the dynamo generator to actually work.

Projectors[ | ]

Projectors(also know as Bubbles) are the main energy consumers in the game, they are split up into Repair Bubbles and Shield Bubbles. All bubbles demand an initial power cost to start up, then passively drain power while they are idly active, and use additional power when repairing or blocking projectiles. In general, the more load it needs to handle, the more energy it consumes.

  • Repair Bubbles generate a green sphere, that heals damaged blocks within the range with timed pulses (the frequency is inversely proportional to the bubble size). The heal quantity is constant for all covered blocks. The projector can also self-heal.
    • Multiple Repair Bubbles do stack, allowing the blocks to be healed even faster.
    • The projectors' parameters vary depending on Corporation, and each corporation manufactures at least one type of Repair Bubble, with the exception of Reticule Research.
  • Shield Bubbles generate a blue shield around themselves(Most shields are spherical ,with the exception of the Hawkeye Havoc Shield and Better Future Shield Bubble Projector, which have hexagonal surfaces instead), which absorb projectiles at the cost of power(note that even when blocked by a shield, explosives will detonate, and explosions DO go through shields). Shields only block hostile projectiles generated outside of them(allied ones will just pass through) and do not block tech movement, nor affect resources and loose blocks.
    • Multiple layers of shield bubbles do not grant more protection than singular one, since the actual "health" of the shields depends on the energy reserves and not an amount of projectors, additionally, an explosion will pass through the shields and damage all of them, causing the electricity on the tech to deplete even faster, although only one shield will absorb the projectile.
    • Shielding techs consumes more energy, although this does reduce the chance of blocks being destroyed if repair bubbles fail to catch up, and minimizes the possibility of blocks being detached.
    • Shield Bubbles are manufactured by all corporations with the exception of GeoCorp and Reticule Research.

Batteries[ | ]

Batteries allow energy to be stored for later use. They have a limited capacity, and their actual statistics differ by Corporation. They are manufactured by all corporations aside from Reticule Research. They are volatile, fragile, and will violently explode when destroyed (with exception of the MegaReactor Battery, whose explosion is a harmless implosion).

  • A tech's total electricity is evenly split among all batteries by percentage. I.E. if a Tech has X percent of power in it and some of the batteries detach, the removed battery will retain X% of its total capacity, and the tech will still keep X% energy, relative to its current maximum capacity.
    • As such, the percentage is equivalent to Total Power over Maximum Capacity.
  • When batteries are deployed, they will always be empty. However, enemy techs spawn with full batteries, and reversing the "send tech back to inventory" action also returns any remaining battery capacity.
    • Batteries that are detached from a tech will retain its energy and can be used if they're attached to one's own tech.
  • Switching a tech with another snapshot will transfer all remaining power in the original tech to the new tech, although this only applies for corresponding batteries. If the new tech lacks applicable batteries, the unused energy will be lost.
  • The damage of a battery explosion is constant and does not scale with its amount of stored energy.

Chargers[ | ]

Wireless chargers transfer power to allied techs within their range, consuming energy from the tech they are attached to, and will stop functioning if energy transfer is not possible. A single charger can only charge one tech at a time. Chargers target the closest batteries(to the charger, so for example two chargers a distance away from each other can charge two different batteries) of allied Techs in their radius and if power transfer is possible (i.e, when the receiver's batteries aren't full, and the charger has access to batteries with at least some power left in them), they will start charging the tech, which is represented by 'bolts' coming from the charger into the battery they're charging.

Chargers are useful for creating "Charging Stations", where any mobile Tech can easily refill their energy from. The transfer rate of chargers is inversely proportional to their range. Multiple chargers' arcs can stack.

Like all power blocks, the attachment location does not matter and their function will not be affected by any type of placement. However, given chargers have limited range, it can complicate matters if it is unable to fire arcs to a tech.

Notes[ | ]

  • When swapping out techs, power in individual batteries will be transferred if there are batteries of the same type on the tech you're swapping to, but shield and repair bubbles will be reset and need to start up again.

Some blocks, while not categorized directly as power blocks, are closely related with power blocks and synergize rather well with them.

  • Anti-Gravity Engines manufactured by Better Future require power to work, but they are categorized as flight blocks. They reduce the gravity of a tech's blocks within a certain radius.
  • The GSO Power Gauge, an accessory block, adds a power meter to the player's HUD, allowing them to monitor how much power your tech currently has more easily. The displayed gauge corresponds to the actual gauge on batteries.
  • The Better Future Sky Anchor, a versatile block allowing a tech to anchor almost anywhere, supplements the ability of Anchored Furnace Generators, as no flat terrain is required for them to function. This synergizes particularly well with the Better Future Solar Panel since it lacks an anchor.
  • The Better Future Block Controller Switch has the ability to toggle on/off certain types of power blocks, removing their passive drain(s).
  • The Reticule Research Tesla Coil, a weapon block, requires power to function and drains it every time a bolt is fired



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