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Payload Studios

**Payload Studios** is a British independent game studio founded by Russ Clarke to develop the ultimate exploration and combat game, TerraTech.

## Studio history

Previously of London's Ideaworks mobile studio, Payload Studios founder Russ Clarke left London's Ideaworks mobile studio to go on his very own indie adventure in 2012.

The end result was Payload Studios, with Russ pulling in his experience from working on beloved franchises like Metal Gear, Call of Duty, Resident Evil, Tomb Raider and Fable to create the first prototype for TerraTech.

After spending some time working as a consultant he returned to the TerraTech prototype to turn his vision into a full blown indie project.

The game today started its life in late 2013 and has progressed rapidly – with the team also expanding at pace, now based in Hammersmith – moving through to a closed beta throughout the summer of 2014 and an open beta debut on Humble this November.

The next step is the launch on Early Access on 6th February 2015, building on the amass of community feedback garnered over the course of the last few months.
Unstable Version 0.6.0.3

**Version chronology**

**External links**

## New features / content / improvements

* Gauntlet Mode now accessible via Challenges menu.
* Improved block filtering in Block Painting and Shop UI.
* Double-tap ALT to remove current selection in Block Painting UI.
* When painting or dragging, attach point gathering biases towards the current position first.

## Game Design tweaks

* Updated Venture wheels’ turn speed to allow them to turn faster, without losing control.
* Corrected several typos in block names and hooked up some broken ones.
* Moved GeoCorp Cab to its correct category.
* Added the GSO Payload Terminal to the list of items available to buy from Payload Terminals.

## Art Tweaks

* Updated "Shop", "Block Painting" and "Name entry screen" GUI.
* Asset and shader optimisations to improve batch rendering in game.
* Improved and optimised collision on some of the more common blocks in the game.

## Bug Fixes

* Fixed messages looping when saving and loading during the SCU mission.
* Fixed issue withbeing unable to switch to Blocks tab in Payload Terminal after entering the Techs tab.
* Fixed EXP blocks not flashing when damaged.

## Known Issues

* Gaps may appear in the terrain.
* The block cursor may incorrectly scale to become larger or smaller than the size of the block.
* SCU Storage block related bugs:
	+ Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
* Markers for missions and bases when playing in 4:3 are offset slightly.
* Techs with a GeoCorp cab do not drive properly.
* Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
* The Delivery Cannon shouldn't open up when attached to a moving Tech.
Racing Challenges

* **Terra Firma:** GSO racing on the grassland.
* **Flat Out:** All-out Speed with Venture! Takes place on the salt flats, and is a straight run. How good is your building? How fast is your tech? This is the place to find out.
* **Hover Bother:** The tricky challenge of building a working hovercraft, and then piloting it across a desert. Building a hover craft is very easy. Building one that goes where you want, is not.
* **Hill Hopper:** Similar to Terra Firma. Racing on the grasslands, but with Venture blocks. Much faster, more crashes.

**This challenge set has been deprecated since 0.6.1, replaced by Gauntlet Mode.**
Unstable Version 0.7.0.2

**Version chronology**

**External links**

## New features / content / improvements

* Added a small BB (money) reward for completing each mission in the main game.

## Game Design Tweaks

* Increased the price of the GSO Solar Generator.

## Bug Fixes

* Fixed OutOfMemory crash caused by saving whilst crafting block (refinery, fabricator or scrapper) has items in it.
* Fixed rare crash on releasing items into crafting blocks or trading stations
* Fixed crash caused by a crate landing on top of a Tech.
* Fixed issue to allow the GeoCorp Geothermal Generator to be rotatable.
* Fixed exploit where the player can remove a block off of their Tech, drop it in the Trading Station for sale, then click the Undo button, they can get the value of the block from selling it and reclaim the block as it gets automatically put back on the Tech.
* Fixed crash when parsing received twitch stream data in unexpected format.
* Re-added Full Forum Registration button to options menu (R&D Test Chamber only).

## Known Issues

* Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
* Graphical issues with red projector on terrain when enemies spawn in.
* Some radar markers may point towards things that are missing in the world.
* Markers for missions and bases when playing in 4:3 are offset slightly.
Luxite

**Luxite** is a resource collected from its own outcrops. It is a pale yellow mineral that glows brightly at night, allowing them to be easily spotted and harvested.

Luxite is luminous and possesses regenerative properties, making it useful for crafting illumination accessories and alloys. It's also a material for conveyors.

It's outcrops can be commonly found in Mountains, Grasslands, and the Deserts.

## Resource Information

### Luxite Shard

**Lore**
Luxite's vital and reparative properties were first identified and pioneered by kinesiologist and keen-gardener, Mary Beth Skellorn. She found that the raspberries grown amongst Luxite rich soil would yield an outstanding harvest, despite also attracting constant assaults from vast numbers of creepy crawlies (much to her annoyance). After close observation she discovered that a close proximity to the Luxite was enabling the berries to regrow almost as fast as they were being consumed.

The **Luxite Shard** is a very common resource at a value of 15 ฿฿ making it the 4th least valuable resource in the game. It is currently the most common crystal type resource in the game. Due to its luminous properties, Luxite Outcrops glow in the dark and are easy to spot.

### Luxian Crystal

**Lore**

Skellorn recognized the amazing potential for Luxite and wasted no time in sharing her findings (Tempus Fugit!). Many now believe that Luxite has the potential to solve world hunger and cure all disease. The wonder material has already been put to work in the creation of regenerative field technologies, habitation chambers, medical bays and food replication units.

The **Luxian Crystal** is the refined version of the **Luxite Shard**. It also has the same ability as its raw version and can light up at night. It has a value of 23 ฿฿ making it the least valuable refined crystal in the game.

## Trivia

* Luxite is the only renewable resource that is a crystal.
	+ As it leaves no visible seams, it is possible that Luxite is capable of self-healing, and since harvesting it scatters powder around, it can be presumed that Luxite grows from small particles to large crystals.
		- However, as Luxite outcrops are never found in barren areas without plant life, it can be presumed that it still has a basic growth requirement, or require plants for symbiotic development. This is further supported by Luxite's ability to bolster plant growth, possibly implying a mutually beneficial relationship.
	+ Rubber, Fiberwood, and Luxite are the only 3 resources in the entire game that are renewable.
Unstable Version 0.5.19.2

**Version chronology**

**External links**

## New features / content / improvements

* Added slider in Graphics options to adjust the draw distance.
* Some improvements and fixes for information overlays.
* Updated translations from the TT Translator team.

## Game Design Tweaks

* Added 2 new GSO Grade 3 main missions including an end-of-grade boss fight.
* Adding 3 Armour Plate Side Missions to progression (one per GSO Grade).
* Battery, Shield and Radar missions appear on the mission log after completing Solar Generator mission.
* Increased the transfer range of Wireless Chargers.
* Increased the value of GSO Cabs (due to added danger of new built in guns).
* Added EXP Digger Scoop 233 to the R&D Test Chamber.
* Added EXP Tractor Pad 212 to the R&D Test Chamber.
* Added EXP Static Generator 212 to the R&D Test Chamber.

## Bug Fixes

* Fixed various crash bugs.
* Made missions in game progression more robust.
* Fixed various minor issues with the Solar Generator mission.
* Fixed mission markers (i.e. yellow “?” icons) disappearing when you get near to them.
* Reworked XP level up system in order to resolve multiple issues.
* Added diagnostics to help resolve Twitter issues.

## Known Issues

* Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
* The Delivery Cannon shouldn’t open up when attached to a moving Tech.
* The Fabricators no longer display their list of known recipes.
* Silo side mission: Woodstock stays marked as an enemy even though player has defeated the harvesters.
Mini Double Drill

## Tech Profile

Mini Double Drill is a small tech and is mostly comprised of mining tools. Mini Double Drill is the second tech the player is introduced to when starting the game.

## Spawning

This tech spawns as the player starts to drive away from the initial game starting point after defeating Big Tony in the start mission tutorial. This tech will only appear once.

## Fighting Guide

When approaching this tech to fight be mindful of the front drill. This tech has no external weapons however if the front drill is knocked off the tech's cab twin lasers will be unobstructed and be able to fire at the player's tech.
Unstable Version 0.6.0.7

**Version chronology**

**External links**

## Game Design tweaks

* Reduced the range of all lights and adjusted their intensity (aiming to reduce FPS drops at night).
* Reduced the number of new mission spawns that appear near to the player, pushed them further away and reduced their frequency to make the experience less frantic.
* Added an entry to the Mission Log during GSO Grade 2 to explain how to find more missions and earn XP.
* Restricted Gauntlet ‘Home Run’ track to ground vehicle blocks only (sorry flight enthusiasts!).
* Added new colour blocks to the game, as chosen by winners of the Pixel Art Challenge.
* Improved the generic GSO 1-3 missions to spawn randomly selected enemies based on filters (each mission is different now).
* Some missions that have always used the same Tech for a long time will now use a new one.
* Set invaders to spawn from GSO Grade 2 onwards.

## Art Tweaks

* Switched the projectile and casing shader to the standard no 2nd UV shader to allow the objects to batch.

## Bug Fixes

* Fixed various physics issues with wheels.
* Fixed issue with the Singularity Containment Unit (SCU) not picking up blocks correctly.
* Fixed shield and radar blocks being able to be destroyed during their respective missions.
* Fixed enemy in shield mission being invulnerable occasionally.
* Fixed objective markers not correctly pointing at blocks during missions.
* Fixed Trading Station appearing as an enemy on the radar.
* Fixed multiple Trading Stations appearing when saving and loading during its mission.
* Removed R&D-only blocks from Gauntlet ‘Home Run’ track inventory.
* Properly disabled GeoCorp license and missions from being unlocked.
* Fixed issue where EXP blocks were not available to purchase from the Payload Terminal or Trading Station (only applies to R&D Pack owners).
* Fixed occasions where sending an invader would not return control to the player after flying up.
* Fixed question mark appearing on radar when the player first spawns.

## Known Issues

* Playing with old game saves will bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
* New dynamic mission system will sometimes fail to generate suitable enemy Techs. As a stopgap measure, missions may spawn Big Tony Techs, while we enhance the enemy Tech generation process.
* Gaps may appear in the terrain.
* The block cursor may incorrectly scale to become larger or smaller than the size of the block.
* SCU Storage block related bugs:
	+ Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
* Markers for missions and bases when playing in 4:3 are offset slightly.
* Techs with a GeoCorp cab do not drive properly.
* Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
* The Delivery Cannon shouldn't open up when attached to a moving Tech.
TerraTech

***TerraTech*** is a physics-based vehicle construction, exploration, and combat game from Payload Studios. It is an off-world adventure where you create to your heart's content and then set out conquer all before you.

Set amongst the stars, TerraTechy – which picked up the TIGA Award for Best New IP from a Small Studio in 2014 - is the story of an Earth contending with an expanding population and environmental damage, with profit-driven multinational corporations leading the charge to seek out and colonise new planets.

Your job is to lead that assault, building contraptions and vehicles out an array of different parts – some scavenged from others – as you look to harvest resources from your new endless, alien home to send back to Earth. This means, as well as tracking down the planet's assets ahead of your rivals, you will also find yourself taking them on in direct combat, clearing the way for your fleet to dominate the off world.

And with said battles come the spoils of war. New vehicle parts and weapons can be scavenged from other prospectors or built from the minerals and resources you find, and by researching new technologies or buying new blueprints you can further boost your fleet's capabilities.

TerraTechs is the ultimate exploration and combat game. Procedurally generated worlds and an almost limiless array of vehicle design and customisation make for a unique experience for every player.

Make your vehicles as big, small, powerful, useful or just plain crazy as you like – the choice is yours. Ally yourself with one corporation and rise through the ranks to profit and glory, or hedge your bets and cherry-pick from a range of them, accessing powerful new technologies but risking more of your cash reserves to support their different energy sources.

## External links

* Official site
* TerraTech on Steam
* Unofficial russian wiki
* Another unofficial russian wiki
Unstable Version 0.7.8.8

**Version chronology**

**External links**

## Explosives Updates

* Polished various aspects of enemy Tech targeting.
	+ Improved camera behaviour to keep player and enemy Techs in view.
	+ Improved the appearance of the target reticule graphic .
	+ Added sound effects when targeting an enemy Tech and coming out of targeting.

## Known Major Issues

* Switching between game modes may cause the Tech targeting to stop working correctly.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Reticule Research Sticky Bomb Launcher

*This article is a stub. You can help TerraTech Wiki by expanding it.*

 The Reticule Research Sticky Bomb launcher lobs adhesive projectiles that stick to whatever they hit. Once the fuse on each bomb runs out, it will explode whether it is stuck to a target or not.

The **Reticule Research Sticky Bomb Launcher** is a grade 3 Weapon block manufactured by Reticule Research. Like all Reticule Research blocks, it can be crafted with a Reticule Research Fabricator.

It has 4 attachment point(s) and takes up 12 cell(s).
Starter Tech

The starter tech is the first tech you build in the tutorial right after the base bomb explodes in the opening scene.

#### Uses

The use of this tech is to teach the player how to build and to defeat Big Tony and collect the GSO Tall Solar Generator, GSO Repair Bubble Projector, GSO Small Battery Cell, Defeating Little Theif and claiming the GSO Kraven Radar Module, and finally claiming the GSO Shield Bubble Projector by defeating Little Robber.
Standard Blocks

These blocks are used for building "superstructures" of techs. Standard blocks have many attachment points for Weapon Blocks, Wheel Blocks, Accessory Blocks, Power Blocks, Flight Blocks, and Control Blocks. The overall sturdiness of tech heavily depends on its base blocks.

## Parameters comparison

There are three main parameters that define viable blocks purposes: health, weight and shapes. Health/weight ratio helps to gauge how "tanky" individual "squares" of the block and how much mobility is sacrificed for it. The shape and overall square-number size also allows for sturdiness by compensating the shallow external damage with the health of internal structural "squares" (which also makes bigger blocks more resistant to explosive splash damage)

* **GSO** has "average" and the cheapest blocks. The block shapes are consistent (1-2-3-4-5 long bars), which allows for builds with some structural strength.
* **GeoCorp** has the heaviest blocks with the worst health/weight ratio, which is somewhat compensated by their larger size. GeoCorp blocks are preferable for big anchored structures and intentionally slow techs, and allows for low structural redundancy, but will "give in" catastrophically.
* **Venture** has the lightest blocks with the second best health/weight ratio, yet is limited to smaller and more irregular shapes making for more fragile structures. Venture blocks are preferable for both intentionally lightweight vehicles or big mobile bases with structural redundancies.
* **Hawkeye** has heavier blocks with better health/weight ratio. Hawkeye blocks are preferable for armored vehicles, that expected to sacrifice some speed, or to reinforce anchored structures.
* **Better Future** has lighter blocks with the best health/weight ratio. Better Future blocks are preferable for armored, yet fast vehicles.
Unstable Version 0.7.3.1

**Version chronology**

**External links**

## New features / content / improvements

* Beta of GRABit 3D Printing has now been enabled.

## Known Issues

* Can incorrectly rename non-player bases.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
* Graphical issues with red projector on terrain when enemies spawn in.
* Some radar markers may point towards things that are missing in the world.
* Markers for missions and bases when playing in 4:3 are offset slightly.
Unstable Version 0.5.21.3

**Version chronology**

**External links**

## Game Design tweaks

* Reduced the effect area of all explosions.

## Bug Fixes

* Fixed a bug where enemy bases would spawn as allies.
* Fixed a bug causing some game saves to load in at the wrong time of day e.g. night time instead of day time.

## Known Issues

* The draw distance slider does not work.
* The overall lighting during the day is too bright and too dark at night.
* Day/night cycle can start during the FTUE build.
* Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
* The Delivery Cannon shouldn’t open up when attached to a moving Tech.
* The Delivery Cannon incorrectly causes damage to itself when it delivers things.
* The Fabricators no longer display their list of known recipes.
* Silo side mission: Woodstock stays marked as an enemy even though player has defeated the harvesters.
* GeoCorp Trading Station receivers momentarily stop working until a block or resource has been delivered.
Unstable Version 0.7.2.3

**Version chronology**

**External links**

## Bug Fixes

* The volume of most sound effects can now be adjusted with the volume slider in the Options screen.

## Known Issues

* Some older sound effects such as explosions are not hooked up to the volume slider in the Options screen.
* The Venture Mobile SCU behaves unexpectedly when orientated sideways.
* The new audio does not respond to the volume sliders yet.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
* Graphical issues with red projector on terrain when enemies spawn in.
* Some radar markers may point towards things that are missing in the world.
* Markers for missions and bases when playing in 4:3 are offset slightly.
* SFX Volume slider does not currently control new sounds.
TerraTech Wiki

About TerraTech
*TerraTech* is an open world sandbox survival game from Payload Studios. Set amongst the stars, this is the story of an Earth contending with an expanding population and environmental damage, with profit-driven multinational corporations leading the charge to seek out and colonise new planets.
Your job is to lead that assault, building contraptions and vehicles out an array of different parts – some scavenged from others – as you look to harvest resources from your new endless, alien home to send back to Earth. This means, as well as tracking down the planet’s assets ahead of your rivals, you will also find yourself taking them on in direct combat, clearing the way for your fleet to dominate the off world.
And with said battles come the spoils of war. New vehicle parts and weapons can be scavenged from other prospectors or built from the minerals and resources you find, and by testing new technologies or discovering new blueprints you can further boost your fleet's capabilities.

Community
We are currently maintaining 3,078 pages (855 articles)!
Recent changes | New pages | Missing pages

How to help
See how you can help contribute to the TerraTech Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.
Register
Register an account to keep track of your contributions.

Official Social Media Pages

Game information
**Available to buy now:** Steam  •  Humble  •  Xbox One • PS4 • Switch

**Current Steam Stable Version:** 1.5.2 | Release notes
**Current Steam TT\_Unstable Version:** 1.5.1.4 | Release notes

We are currently maintaining 3,078 pages (855 articles)! We currently have 1 active editors.
If you wish to help out, please see our Editor's Guide.

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Reticule Research

*This article is a stub. You can help TerraTech Wiki by expanding it.*

**Reticule Research** is the sixth corporation in TerraTech, both serving as the main controller of the R&D Labs DLC and as part of experimental equipment, catered mainly for end-game, and sometimes for early-game.

**Reticule Research** mainly focuses on experimental weapons and blocks, most of which caters to its orange-white experimental look. Unlike the other corporation, the blocks they possess often get sold to other corporations, and does not stay long in their arsenal. There are a few exceptions to this case, however.

## Lore

**Reticule Research** is an applied sciences research company, whose main focus is experimental weaponry. With the advent of off-world mining, the RR executives realized that they could cut their R&D costs if they simply offered up their dangerous prototype weapons to those freelance prospectors on the other side of the galaxy.

## Rationale

*“Mad professors running wild making crazy weaponry. The vehicles are standard modern day fair, but the weapons mounted on to them are turbocharged and out of this world. These bizarre weapons give little indication of their actual function and they are just as likely to work as to blow their operator to pieces. Evil geniuses who've found the keys to the toy box.”*

## NPC

**Reticule Research**'s corporation-specific NPC is Atom (or more specifically "Reticule Research Science Officer AT-0M RRv1313"). First appeared as ???, his name was revealed after tracking him down to his hideaway.

## Missions

*Please note some of the new 'circuit and system' missions may not have been added to this section yet*

* Grade 1:

 Tinkering with circuitry
 Laser Laboratory
 Blaster Battle
* Grade 2:

 Tesla Troubles
 The Zero-Point Hollow
* Grade 3:

Enemy Inversion Bowl
 A Perilous Prototype

## Trivia

* When Reticule Research first appeared on 3/13/2020, the RR license did not exist.
	+ With V 1.4, their license is obtainable in Campaign mode.
* Prior to V 1.4 it is previously only possible to earn Reticule Research items by completing Missions to find them randomly in crates or purchasing them from a trading station. This only applies if the player owns the DLCs. This makes it the only corporation whose blocks are locked behind paywalls. Currently, blocks avaliable in campaign can be crafted or found, though others still require the respective DLC.
* Reticule Research replaced the **Experimental** Corporation, which was not a corp at all but rather merely served as a category for upcoming blocks.
	+ Originally, RR is intended as a mere re-skin to its predecessor. As an upcoming corporation, it generated massive hype prior to its release thus Payload Studios was heavily criticized for their deception. They quickly shifted their development focus to RR afterwards, resulting in the RR Corp we see today.
	+ When it was introduced, all EXP blocks that are NOT promoted and assigned to a corp are rebranded, in addition to some new ones being added.
Unstable Version 0.5.18.1

**Version chronology**

**External links**

## Bug Fixes

* Fixed bug with XP system not awarding XP for defeating enemies. No XP is awarded however if an enemy destroys itself.
* Fixed bugs with general main game progression.
* Fixed multiple crash bugs.

## Known Issues

* Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
* Full screen does not work properly (requires us to implement a Unity update to fix this).
* The waypoint marker for the Solar Generator doesn't disappear once it's been collected.
* The Delivery Cannon shouldn’t open up when attached to a moving Tech.
Unstable Version 0.6.5.5

**Version chronology**

**External links**

## New features / content / improvements

* Replaced R&D Test Chamber TerraTech sign with a larger one.
* Added the Venture Scrapper (Grade 3) to the R&D Test Chamber.
* Added the following Hawkeye blocks to the main game:
	+ Added new Hawkeye Corner Bracket block (Grade 1).
	+ Swapped Hawkeye Flat Bracket for new Hawkeye Jack Bracket (has more attach points) (Grade 1).
	+ Swapped old Hawkeye One block for a new one with more bevelled edges (Grade 1).
	+ Added new Hawkeye Wing Tip (Grade 2).

## Game Design Tweaks

* Increased the fuel drain of all Boosters (back up a bit, not as much as before still).
* Reduced kickback of the Hawkeye Railgun (Grade 2).
* Updated rotation order for Hawkeye Missiles to prefer forward facing first (Grade 3).
* Balanced the damage of the Hawkeye Missile Pod and the Cruise Missile (Grade 3).
* Increased the prices of the Hawkeye Rotors (Grade 3).

## Bug Fixes

* Fixed bug where certain seeds caused the player to spawn too close to the scenery.
* Depth of Field reintroduced to graphics options.
* Fixed mission descriptions at the start of the Radar and Shield missions
* Fixed rare occurrence of the Hawkeye mission not being completable if the crashed plane doesn’t spawn properly.
* Fixed exploit allowing user to buy blocks from Trading Station despite insufficient funds
* Fixed exploit allowing a single resource to be sold by multiple chained Delivery Cannons
* Fixed exploit allowing a single resource to be consumed by multiple chained Generators
* Fixed exploit allowing two adjacent Fabricators to process a single resource

## Known Issues

* Twitch stream integration is currently not working as a result of an API change on their end.
* Graphical issues with red projector on terrain when enemies spawn in.
* Some radar markers may point towards things that are missing in the world.
* Some arrows in certain base designs incorrectly point in the wrong direction.
* Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
* Markers for missions and bases when playing in 4:3 are offset slightly.
Unstable Version 0.7.6.2

**Version chronology**

**External links**

## Bug Fixes

* Fixed issue that causes Techs to fall below the terrain when loading game saves from 0.7.6 into TT\_Unstable 0.7.6.1.
* Fixed incorrect filename formatting for screenshots.

## Known Issues

* Trading Stations in existing saves are not fully updated to the new version. This means that they don’t have a SCU but players cannot sell blocks to them either.
* Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
* Anchored blocks can be placed in close proximity to each other, causing them to overlap.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Unstable Version 0.7.8.2

**Version chronology**

**External links**

## New Features / Content / Improvements

* Added new Hawkeye combat mission and added a new Hawkeye Character to all core Hawkeye missions.
* Player Tech can now auto-target enemy bases that have no cab.
* Rotating Anchors now use physics to spin. If you put heavier loads on them, it will take more power to allow them rotate at a normal speed.
	+ GSO Anchors have less power, but a higher rotational top speed.
	+ GeoCorp Anchors have more power, but a lower rotational top speed.
* More translated text from the TT Translation team.
* R&D Test Chamber: GSO Fuel Gauge, when attached to a Tech, shows the fuel level on the HUD at the bottom of the screen.
* R&D Test Chamber: GSO Power Gauge, when attached to a Tech, shows the power level on the HUD at the bottom of the screen.

## Design Tweaks

* Updated all Hawkeye Missions. Removed kill missions that require players to attack Techs of specific corporations.
* Updated XP and BB rewards for all missions across all corporations.
* Updated the inventories of blocks available to use in Gauntlet and Sumo.

## Bug Fixes

* Techs with rotating anchors are now prevented from rotating into the terrain.
* Anchored blocks are now prevented from being placed in spots where they would intersect with other blocks.
* Corrected issue that caused some Simplified Chinese characters to be displayed using Traditional Chinese characters.

## Known Major Issues

* NPCs might disappear from the world as you approach them.
	+ Workaround: Cancelling and accepting the mission again should correct this.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Unstable Version 0.7.2.8

**Version chronology**

**External links**

## Bug Fixes

* Corrected sound volume of the older sound effects.
* "L" hotkey to toggle display of the Mission Log works again.

## Known Issues

* Can incorrectly rename non-player bases.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
* Graphical issues with red projector on terrain when enemies spawn in.
* Some radar markers may point towards things that are missing in the world.
* Markers for missions and bases when playing in 4:3 are offset slightly.
Unstable Version 0.7.2.5

**Version chronology**

**External links**

## New features / content / improvements

* In R&D Test Chamber, a wireless charging station has been added.

## Game Design Tweaks

* Reduced the chance for blocks to survive when detached from an exploding Cab or AI Module. This change is aimed at reducing the number of blocks that can be obtained through combat.
* Mobile SCU now gets interrupted when any part of the Tech takes damage.

## Bug Fixes

* Fixed crash bug when saving after selling blocks at the Trading Station.
* Fixed missions involving crates becoming blocked and unable to progress.
* Fixed issue where various blocks had missing audio.
* Fixed missing icon in chunk filter menu.
* Fixed bug with filters and fabricators showing missing items if the user saves and loads the game.
* Fixed arrows on crafting blocks becoming offset from the base.
* GSO Crafty Business III has been updated to match the change with the filter UI.
* Inverted and sideways SCUs now function correctly.
* Fixed issue with the Venture SCU dragging blocks behind it instead of dropping them when they’re a certain distance away.
* Fixed bug where 2 instances of Bird of Prey Hawkeye Licence missions would occur.
* In R&D Test Chamber, the fences around the explosive targets have now been removed as they can't be destroyed now.

## Known Issues

* Can incorrectly rename non-player bases.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
* Graphical issues with red projector on terrain when enemies spawn in.
* Some radar markers may point towards things that are missing in the world.
* Markers for missions and bases when playing in 4:3 are offset slightly.
R&D Pack

The **R&D Pack** is a DLC pack for TerraTech. It gives you access to the R&D Chamber, as well as access to the Reticule Research corporation and parts. Currently, this pack costs $9.99, and is only available on steam.

## Features

People who download the R&D pack will get the following:

* Access to the R&D Chamber, a sandbox mode to test new features and create techs.
* Access to the Reticule Research corporation and their experimental blocks.
* Before around August 2020, the **Beta Deluxe** forum badge, which enabled access to the **R&D Main** and **R&D Feedback** forums. These forums are now public access, and the forum badge is no longer given out.

TerraTech R&D Pack on Steam
TerraTech Worlds

*This article is upcoming, which means it's not in the game yet.*

*This article is a stub. You can help TerraTech Wiki by expanding it.*

**TerraTech Worlds**, just like it's predecesor, TerraTech, is a physics-based vehicle construction, exploration, and combat game from Payload Studios. It is an off-world adventure where you create to your heart's content and then set out conquer all before you.
Unstable Version 0.7.7.3

**Version chronology**

**External links**

## Bug Fixes

* Fixed issue that caused OSX versions to not launch correctly.
* Fixed issue where filters couldn’t tell the difference between fuel chunks or regular ones.
* Latest translations from TT Translators added to the game.

## Known Major Issues

* Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
* Anchored blocks can be placed in close proximity to each other, causing them to overlap.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Unofficial Hub

TerraTech Wiki is currently being updated to official TT Stable release 1.5.2
**Unofficial Wiki Hub**
About TerraTech

*TerraTech* is an open world sandbox survival game from Payload Studios. Set amongst the stars, this is the story of an Earth contending with an expanding population and environmental damage, with profit-driven multinational corporations leading the charge to seek out and colonise new planets.
Your job is to lead that assault, building contraptions and vehicles out an array of different parts – some scavenged from others – as you look to harvest resources from your new endless, alien home to send back to Earth. This means, as well as tracking down the planet’s assets ahead of your rivals, you will also find yourself taking them on in direct combat, clearing the way for your fleet to dominate the off world.
And with said battles come the spoils of war. New vehicle parts and weapons can be scavenged from other prospectors or built from the minerals and resources you find, and by testing new technologies or discovering new blueprints you can further boost your fleet's capabilities.

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Game information
**Available to buy now:** Steam  •  Humble  •  Xbox One • PS4 • Switch

**Current Steam Stable Version:** 1.5.2
**Current Steam TT\_Unstable Version:** 1.5.1.4

We are currently maintaining 3,078 pages (855 articles)! We currently have 1 active editors.
If you wish to help out, please see our Editor's Guide.
Unstable Version 0.8.1.2

**Version chronology**

**External links**

## Design Tweaks

* Added two new Multiplayer levels. The 3 available Multiplayer levels are called:
	+ Badlands
	+ Skyway Valley
	+ Colosseum
* Reduced the times it takes for all SCUs to power up by half.
* Added some example Techs at the start of Creative mode.
* Added a bunch of new Techs to the population.
* Updated Defend Friendly Tech Missions, reduced the area in which the player must stay to avoid abandoning the Tech and failing the mission.
* Updated GSO Multiplayer loadout Tech to make the Cab more visible and help players recognise which end is the front and which is the back.

## Block Updates

* Increased the rate of fire of:
	+ Venture 360 Mortar.
* Hawkeye DFA Mortar.
	+ Hawkeye Zeus Laser
* Increased the damage of:
	+ GSO 3-Pound Cannon
	+ GSO ZK-47 Gun
	+ GeoCorp Diamond and Articulated Drills
	+ Venture 360 Mortar
	+ Venture Crossfire Rifle
	+ Venture Flamethrower
	+ Venture Hail Fire Rifle
	+ Venture Oozee SMG
	+ Venture Pip Gun
	+ Hawkeye Auto Cannon
	+ Hawkeye Burst Gun
	+ Hawkeye Machine Gun
	+ Hawkeye Repeater Rifle
	+ All Shotguns for GSO, Venture and Hawkeye
	+ EXP Plasma Flamethrower
* Reduced the health of:
	+ All GeoCorp blocks (slightly)
	+ Venture Flamethrower
	+ Hawkeye Railgun
	+ Hawkeye Zeus Laser
	+ EXP Plasma Flamethrower
* Reduced the range of the GSO Shotgun, increased the range of the Venture Shotgun. Updated all Shotguns muzzle flash effects to better reflect the actual range of each Shotgun.
* Increased the rotation speed of the Hawkeye Zeus Laser.
* Increase the turning power of Hawkeye Single Wheels.
* Added an extra Shotgun to the Venture Assault Multiplayer Loadout.
* Moved all Special Holiday Blocks out of GSO Grade 2 & 3 and into GSO Grade 3, 4 & 5 to stop them from clogging up the early Reward Crates.

## Localisation

* Game fully localised for French, German, Italian, Spanish, Russian, Chinese and Japanese (barring some recent new text strings that require translation).

## Bug Fixes

* Fixed dropping out of build beam when trying to relocate the only cab on a Tech.
* Fixed various crashes related to removing unused resources in memory.
* Stopped block shop resetting to the top whenever owned money changed.
* Fixed crash trying to write Announcement cache file to write protected location.

## Known Major Issues

* Host will crash at the end of an MP game when it tries to bring up the scoreboard.
* Game will crash when a multiplayer lobby is started in ‘Teams Mode.’
* Game can crash when the player clicks a name in a multiplayer lobby set to ‘Teams Mode.’
* Ranked Sumo crashes on entry.
* Switching between game modes may cause the Tech targeting to stop working correctly.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
* Gauntlet tutorial can sometimes load an already made Tech.
* Translations for non-English language support is still work-in-progress for most languages.
Learning to Fly

*This article is a stub. You can help TerraTech Wiki by expanding it.*

  **XP Reward**:  ?
 **Block Bucks Reward**:  ?
 **Blocks Reward**:  ?

**Learning to Fly** is a unique grade 2 mission assigned by Venture. It requires you to pilot a plane through hoops. The plane is free and you can keep the plane in the end.

**Strategy:** Piloting a plane for a beginner is hard, just adapt to the feeling and try your best.
Reticule Research Fabricator

*This article is a stub. You can help TerraTech Wiki by expanding it.*

 Use this Reticule Research Fabricator to craft new Reticule Research blocks from resource chunks.

The **Reticule Research Fabricator** is a grade 2 manufacturing block manufactured by Reticule Research. Like all Reticule Research blocks, it can be crafted with a **Reticule Research Fabricator**.

It has ??? attachment point(s) and takes up 12 cell(s).
Unstable Version 0.5.22.1

**Version chronology**

**External links**

## New features / content / improvements

* Added new SCU Storage block which acts as the player’s inventory; the inventory can be accessed whilst your Tech is in the build beam.
	+ When in Beam Mode, press Alt to toggle between block painting and normal build mode.
* Added new GSO Grade 1 mission to introduce the SCU Storage block.
* New corporation blocks added:
	+ GeoCorp AI Module added.
	+ GeoCorp Remote Charger added.
	+ GeoCorp Terminal added.
	+ Venture AI Module added.
	+ Venture Remote Charger added.
* Enemy techs can now drop from orbit.

## Game Design tweaks

* Removed the chance for any stones / rocks to spawn from any resource givers.
* Moved all Venture Wings to the Flight section of the Terminal.
* Balanced the Venture wings. They now have more lift and are balanced to work either way up.
* Block Graduation:
	+ EXP Speedometer now joins Venture.
	+ EXP Gyro now joins Venture.

## Bug Fixes

* Fixed bug where EXP Radar was not showing in the Terminal.
* Fixed issues with the shop grid not scrolling correctly.
* Fixed bug in GeoCorp missions where objective marker would point at the ground instead of at the enemy Tech.
* Fixed mapping issues with some Venture blocks.
* Fixed minor bug when building your first Tech where the same message would appear twice in succession.

## Known Issues

* SCU Storage block related bugs:
	+ You can put your cab into storage if you release it directly in the centre of the SCU Storage block hole - causes a soft lock.
	+ SCU Storage block sucks up resources that are held in a tractor pad beam - loose resources on the ground aren't affected by this.
	+ SCU Storage block goes into its powering up state when attached to your Tech - it doesn't ever power up fully however.
	+ When starting a new game after completing the SCU Storage block mission, the enemy Techs don't spawn - causes a soft lock in the progression.
	+ When starting a new game after completing the SCU Storage block mission, the block palette is enabled whilst you're building your first Tech.
	+ The game occasionally removes the block from beneath your cursor (including blocks on your Tech) when the SCU Storage block swallows a block.
* Techs with a GeoCorp cab do not drive properly.
* Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
* The Delivery Cannon shouldn’t open up when attached to a moving Tech.
* The Delivery Cannon incorrectly causes damage to itself when it delivers things.
Unstable Version 0.8.2.3

**Version chronology**

**External links**

## Design Tweaks

* Buying the last stocked item in a shop used to reset the view to the top of the list. It will now try select the nearest item instead.
* Reduce maximum distance blocks anchor at to previous value.
* Snapshots copied into their folder now appear in-game instantly without having to restart.

## Bug Fixes

* Wireless chargers are working again.
* Fixed a duplication bug when shooting or boosting while adding blocks from inventory.
* Fixed scrollbars not working if the game loses focus while loading the main menu.
* Fixed dropdown UI getting stuck open when the parent screen was closed.
* Make sure filter radial menu closes when you release the right mouse button, even if nothing is selected.
* Fixed getting stuck when uploading a Steam Workshop snapshot and a local snapshot at the same time.
* "Mute All Chat" button removed from Multiplayer pause menu.
* Removed all aspect ratios that aren't 16:9 and 4:3. All other aspect ratios are no longer supported.

## Known Major Issues

* Switching between game modes may cause the Tech targeting to stop working correctly.
* 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 still work-in-progress for most languages.
Unstable Version 0.6.5.8

**Version chronology**

**External links**

## Known Issues

* GSO Anchored Furnace Generator doesn’t function.
* Gaps in the terrain may be visible on rare occasions.
* Hawkeye Laser Targeting block doesn’t function.
* Twitch stream integration is currently not working as a result of an API change on their end.
* Graphical issues with red projector on terrain when enemies spawn in.
* Some radar markers may point towards things that are missing in the world.
* Some arrows in certain base designs incorrectly point in the wrong direction.
* Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
* Markers for missions and bases when playing in 4:3 are offset slightly.
Unstable Version 0.7.6.7

**Version chronology**

**External links**

## Bug Fixes

* Fixed SCU not taking blocks during Turret Defense mission.
* Fixed scenery not being cleared from tracks correctly during Time Trial missions.
* Fixed GSO Anchored SCU not being discoverable.
* Fixed clouds jumping about as player moves through world.
* Fixed crash when there are 3 or more Techs in Sumo versus mode.

## Known Major Issues

* If you try this Unstable version and decide you want to go back to a previous Stable, you may find the game will not load to the Main Menu. To fix this issue, you must delete your Userdata.sav file (your game settings are stored here so your game save data should remain intact). To find the file, do the following:
	1. Open your Steam Library
	2. Right click Terratech
	3. Select Properties
	4. Select Local Files tab
	5. Select Browse Local Files
	6. Open the Saves folder
	7. Delete the userdata.sav file

* Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
* Anchored blocks can be placed in close proximity to each other, causing them to overlap.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Unstable Version 0.5.19.4

**Version chronology**

**External links**

## Known Issues

* Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
* The Delivery Cannon shouldn’t open up when attached to a moving Tech.
* The Delivery Cannon incorrectly causes damage to itself when it delivers things.
* The Fabricators no longer display their list of known recipes.
* Silo side mission: Woodstock stays marked as an enemy even though player has defeated the harvesters.