recursal/Fanatic-Fandom huggingface dataset:
Version 0.4.1

**Version chronology**

**External links**

## New features / content / improvements

* A tutorial message has been added about saving game progress.
* Fabricator base module has been added that fabricates blocks based on various combinations of resources fed into it.
* More harvesters added to collect and deliver resources to base modules.
* Added button for Deluxe Edition and R&D Pack purchasers to register for full access to the TerraTech forum.

## Game Design Tweaks

* Pushed all initial spawn waves further away from the player.
* The health of all base blocks has been increased.
* Reduced size of several early guardians.

## Bug fixes

* Shield shader falls back to Transparent/Diffuse rather than diffuse.
* Fixed bug where wheels & anchored blocks don’t heal.
* Fixed shield repulsion when the base changes team.

## Known issues and bugs

* HUD elements incorrectly flash up at start of a new game.
* Enemy cabs incorrectly cause damage when they explode.
* Unable to type spaces into vehicle capture names.
* The menu options incorrectly disappear when the background fades to black to transition to a new environment.
Version 0.4.0

**Version chronology**

**External links**

## New features / content / improvements

* User profiles added to allow multiple players to save individual game saves.
* New base blocks replace the previous "all-in-one" base design. allowing the player to build highly customised individual base modules.
* New base guardians added to the world, protecting base modules.
* More in-game overlays added to provide more information to the player.

## Game Design Tweaks

* The opening tutorial has been updated to reflect the new changes.
* Revised locations of guardians.
* Guardians now attack the player if they are shot at.
* Vehicle invader sequences refined with clearer messages.

## R&D Pack

* Some more example base designs added to experiment with.

## Bug fixes

* Twitter authorisation now appears correctly during challenges.
* Load from community option for challenges and R&D Test Chamber now fixed.
* Repeatedly pressing F11 no longer crashes the game.

## Known issues and bugs

* Unable to type spaces into vehicle capture names.
* The menu options incorrectly disappear when the background fades to black to transition to a new environment.
Venture U-Bracket

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

 A U-shaped bracket. A lightweight alternative to a entire block. Very stable!

The **Venture U-Bracket** is a structure block. Like the other brackets, it is very light, and very weak. It is awesome when making speedy techs and fliers, but terrible for combat.

Like the other brackets, it is very thin, which makes it useful for some of the more unusual builds, such as trailers and multi-tech hinges. See the forums and community core streams for inspiration!
Venture Right Dune Wheel

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

 This Dune Wheel is very similar to a Globe Trotter, but with an added fender to keep the dust down and an extra attach point on top.

**Top speed** = 86 mph.

## References

1. ↑ Top speed based on 4 Venture Right Dune Wheel vehicle made up of 1 Venture POD Cab, 2 Venture Long Block and 1 Venture Speedometer
Version 0.8.1

**Version chronology**

**External links**

## Intro

Hey

Thanks for all the feedback and bug reports that you've posted for our recent 0.8 update. We've fixed a few of the important things to give you a new and improved update for 0.8.1.

Enjoy

## Important note for players updating from version 0.7.9 or earlier

The location for save files and Tech snapshots has changed:

* Windows:
 My Documents/My Games/TerraTech/
* Mac:
 ~/Library/Application Support/TerraTech/
* Linux:
 ~/.local/share/TerraTech/

The game should automagically move your existing game saves and Tech snapshots to the new location, but if it doesn't and you run into any problems, drop us an email to help@terratechgame.com and we'll get things working for you again.

## Design Tweaks

* Multiplayer front end options have been re-ordered to Quick Match, Join Game, Host Game.
* When viewing a list of available multiplayer games, the list of games is now initially sorted by most number of players in a game.
* Reduced the amount of cosmetic blocks given from multiplayer reward crates.

## Bug Fixes

* Fixed issue with blocks being pulled towards the SCU with too much force.
* Hawkeye Zeus Laser Cannon now fires correctly when aiming in all directions.
* Fixed scroll bar not appearing when viewing a list of available multiplayer games when there are more than 9 games being played.
* Multiplayer filter options: Removed option to set game types filter to game modes that are not available yet.
* Fixed issue with buttons not appearing at the end of a multiplayer game if the scoreboard is being shown when the game ends.
* Fixed memory leak while playing multiplayer.
* Fixed game crashing when opening a Twitch stream via the notification panel.
* Fixed blocks not having physics when taken from the dispensers in the R&D Test Chamber.

## 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.
* Gauntlet tutorial can sometimes load an already made Tech.
* Translations for non-English language support is incomplete for most languages.
Version 0.2.0

**Version chronology**

**External links**

## New features / content

* The basic functionality of the base is now working:
* Receiver: Drop off point for resources
* Power Source: Consumes wood to power the base & shield
* Resource Silo: Stores resources, ready to be refined, delivered or fabricated
* Delivery Cannon: Blast resources back to Earth for currency, spend currency on crafting recipes
* Refinery: Turns raw ore into usable refined resources
* Fabricator: Craft refined resources into vehicle blocks and unlock new crafting recipes

## Known issues and bugs

### Major

* The shield does not repel enemy vehicles yet.
* Checkpoint challenges can load the wrong biome.
* Trees can sometimes spawn in a fallen state.
* At the base, when the refinery has 2 different pinned items in its queue, it will grab 2 resource chunks from the silo, but the output will only be as if one resource chunk went in.
* At the base, when adding an item to the delivery cannon's queue, left clicking on the queue item quickly will return a multiple of the proper amount of money back.

### Minor

* In the Main Menu, it's possible to rotate the camera.
* The cannon weapon is firing at the same rate as the machine gun and should be a lot slower.
* When taking a vehicle snapshot, the button remains active and it's possible to click it again to create a blank thumbnail image.
* It's possible to double-click onto the base which you're not supposed to be able to at the moment.
* The sapphire crystal cacti are not casting shadows.
Venture Dual Auto Cannons

What’s better than one big Auto Cannon? Two slightly smaller ones of course! These will really chew them up.

The **Venture Dual Auto Cannons** is a grade 3 Weapon block manufactured by Venture. Like all Venture blocks, it can be crafted with a Venture Fabricator.

It has 4 attachment point(s) and takes up 6 cell(s).

## Usage

The Dual Auto cannons may not be as formidable as their Hawkeye counterpart as they cost more yet deal less damage, have less health and less accurate, they nevertheless have a slightly higher DPS for the cell count. Their true value, however, lies in how versatile they could be. Each turret occupies less space, and therefore, effectively allowing more to be placed at the same location. This makes them quite effective, as more can be placed easily while the quantity of the Hawkeye Auto Cannon is limited by its size, providing powerful suppressive fire that quickly drains shields and shuts down attackers. They also have more attachment points to boot, enabling even more deployment options. Another advantage over the HE counterpart is the reduced kick-back when firing, so it can be an option on smaller techs, although some substantial mass is still recommended just in case.

One problem with this weapon is that it also has a spin-up time, which is incurred whenever it stops firing by the player releasing the fire button or its line of fire being obstructed. There is no workaround for this, so one will have to take this in account when they decide to use it.

However, their usage ultimately depends on the player: The Hawkeye Auto Cannon is more durable while not even twice the size, and while it has only one AP, it also opens placement options for other blocks, whereas the Dual Auto Cannons' APs will get in the way. But in the end, they are pretty similar, and should be used as long as one sees fit, as there is little practical difference when it comes to tactical value.

## Trivia

* The Hawkeye Auto Cannon is directly referenced in it's description.
	+ Ironically, they are just about the same in general.
* The two auto cannons take turns to fire. Each has three barrels.
* The prefab name is a reference to the GAU-19 minigun.
Venture Original Springer Wheel

Large Venture wheels are strong and fast.
The Venture Springer Wheel is brought to you by hyper athlete and motor sports legend Florian Gamper. The renowned German Track and Field Champion said of the new all terrain wheel; 'the attention to detail that's gone into this design is impeccable'. The all seasons, wave riding captain added 'Venture really push their engineers to the limit to get optimal performance out of their wheels'. The self confessed day dream believer added 'getting stuck in the slow lane is for neo-broccoli boys, for real power, go with Venture'.

The **Venture Springer Wheel** is a wheel block. It has two attachment points on the same side.

**Top speed** = 97 mph. It is the fastest full grip Venture wheel, however, it loses to GSO Muddy Dog Wheel in carrying capacity.

Due to its size, it also has more grip than the other Venture wheels. However, you still need spoilers on your tech for these wheels to reach their full potential.

## References

1. ↑ Top speed based on a vehicle made up of 1 Venture Cruz Cab and 1 Venture Long Block and redundant amount of Venture Original Springer Wheel in R&D Chamber.
Venture Hail Fire Rifle

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

 High rate of fire and medium range. A reliable if weak weapon.

The **Venture Hail Fire Rifle** is a weapon block. It has a high rate of fire and medium range, and is a reliable - if under-powered weapon.

Despite the in game description, the Venture Hail Fire Rifle is quite reliable and strong bullet type, or aka Ballistic type, damage at any ranges. A fairly accurate machinegun even at its maximum range.

## Damage Information

Number of shots to destroy different blocks.

 GeoCorp Basic Block | 23
Version 1.3.12

**Version chronology**

**External links**

The final part of the mighty Cube Mission is upon us! Can you take on the toughest challenge yet? Great spoils await the victor including new blocks and a battery that's MEGA!

We've also included some localisation updates thanks to the TT Translators.

Enjoy!

## Patch Notes

### New missions

* The Almighty Cube part 3.
* All 3 parts of the Almighty Cube missions are also available in Co-op Campaign.

### New mission blocks

The following mission blocks are now available in Campaign mode on completion of The Almighty Cube part 3:

* GeoCorp Mighty Top Armour Block
* GeoCorp Mighty Side Armour Block
* GeoCorp Mighty Front Armour Block
* GeoCorp MegaReactor Battery

### Localisation Update

Translations have been updated for various languages:

Many thanks to the TT Translator team, in particular recent translations from:

* Teraman64DD
* WispM
* 光轲
Version 0.3.8

**Version chronology**

**External links**

## New features / content / improvements

* UI overlays added to provide block info and guardian names.
* Added damaged cab and explosion cab effects.
* GSO Fuel Tanks now explode when destroyed.
* GSO blocks now break into fragments when destroyed.
* German language is now supported (with work-in-progress translations) via the computer's language setting.

## Game Design Tweaks

* Reduced the size of block explosions so they don't damage or give impulse to other blocks.
* Removed resource chunks from the tractor pad encounters.

## R&D Pack

* Armour plating blocks added.
* Right-angled bracket block added.
* Guardians added to main game for all new EXP blocks.
* Improved explosion effect for EXP cannon projectile when it hits other blocks.

## Bug fixes

* The base's location no longer shifts slightly when continuing a saved game.
* Fix for crash when saving game for a 2nd time.
* When your cab is destroyed during challenges and in R&D chamber, there is now a game over / restart message.
* Fans stop spinning when the game is paused.
* Seeking projectiles no longer target friendly / neutral vehicles (dispensers).
* Typing B while saving vehicle doesn’t triggers build mode now.

## Known issues and bugs

* The version update notifier is incorrectly appearing behind the main menu instead of in front of it.
* Unable to type spaces into vehicle capture names.
* The menu options incorrectly disappear when the background fades to black to transition to a new environment.
* The base's Delivery Cannon queue is not saved out.
* Base: Aspects of the Base UI are missing or have placeholder content.
* Base: It's possible to jam the player’s vehicle under the base.
* A drone vehicle with a cab but no AI module drives away from the base instead of staying idle.
Version 1.4.9

**Version chronology**

**External links**

Update 1.4.9 includes loads more quality of life improvements.

Turn your Magnet Blocks off and on and the flick of a switch with the new GeoCorp Block Magnet Controller.

Players with multi-button mice can now keybind different actions to the extra buttons on their mouse.

In the campaign, you can now skip the whole tutorial all the way up the Trader Troll mission.

We've added three new targets to the R&D Labs Target Range that were created by the TerraTech Community. Shoutout to Sharmoni, Darkstar and Ninjer!

You can now bop along to the Reticule Research Combat music to your heart's content.

Enjoy!

## Patch Notes

### Quality of Life Improvements

* Added multi-button mouse support
* Menu option page now scrolls to include new mouse options
* Added the ability to skip the initial tutorial section to after the Trader Troll mission
* Allow magnets to be switched on and off with the new Magnet switch block
* Updated R&D Targets
* Reticule Research Combat music added

### Bug Fixes

* Fixed crash when joining modded games
* Fixed issue with Trading stations disappearing from the Radar after skipping tutorial
* Fix '?' being left on control config buttons if you pressed a disallowed key (e.g. escape)
* Fixed music issues in different modes not loading correctly
* Fixed start up crash linked to having mods installed

### Localisation update

Translations have been updated for various languages including updated translations for our
Brazilian Portuguese, French, Czech, Danish, Hungarian, Japanese, Polish and Portuguese friends:

Many thanks to the TT Translator team, in particular recent translations from:

* Arthur
* Ceans
* Jiří Vyhlídal
* Nichlas Lafrenz
* Máté "Mategm" Gábor
* yukke
* Błażej "Szymonicus" Sumiński
* Rambo

### 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.
Version 0.5.19

**Version chronology**

**External links**

## Game Design Tweaks

* Added some objective descriptions to prompt the player at the start of the game.
* Updates and fixes for the Woodstock Silo mission.
* Updates and fixes for the Lift Off flying mission.
* Changed Harvesters to Guard behaviour for Woodstock and Zapper siege missions to stop them from all running too far away (they'll become Harvesters again once they’ve learnt to behave themselves).
* Added an "XP Maxed" message when the current GSO Grade has been reached.

## Bug Fixes

* Fixed multiple crash bugs.
* Fixed bugs with general main game progression.
* Fixed bug with XP system not awarding XP for defeating enemies. No XP is awarded however if an enemy destroys itself.
* Fixed bug with the yellow objective marker not disappearing once the Solar Generator has been found and used.
* Fixed bug when continuing a saved game after killing Tony prevents the Solar Generator objective from initializing properly.
* Fixed bug when continuing a saved game after getting the Solar Generator and before maxing Grade 1 causes 2 Trading Stations to spawn.
* Fixed exploit with resources being dragged over base blocks that consume resources but the resource is not actually dropped into the base block.
* Fixed bug with the Trading Station not being indestructible.
* Fixed crash when taking screenshots of very large Techs.

## 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 Delivery Cannon shouldn't open up when attached to a moving Tech.
* The Fabricators have stopped displaying their list of known recipes.
Venture Standard Block

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

 Light and cheap. Perfect for a fast sled (but it don't withstand much).

The **Venture Standard Block** is a structure block. It is lighter than a GSO One Block, but is also weaker.

This block is useful for making speedy racers and agile fliers. This block has 225 HP.
Version 0.4.4

**Version chronology**

**External links**

## New features

* Complete overhaul of resource types and crafting recipes
* New 'Alloy' system for combining refined resources
* All GSO blocks can now be crafted (including crafting blocks)
* Scrapper Block added to Main Game
* New warning messages added
* Russian Localisation

## R&D Pack

* Remote Charger added
* Solar Charger & Scrapper blocks added
Version 0.5.3

**Version chronology**

**External links**

## Game Design Tweaks

* Reduced the impact damage that the GeoCorp Triple Bore can cause, the grinding damage remains the same.
* Adjusted the weights and values of the new EXP Brackets. They are now comparable to the right angle one.

## Bug fixes

* Fixed bug with dispensers sometimes being empty in the main game.
* Fixed bug with HUD disappearing when dying in R&D Test Chamber.
* Fixed missing tutorial text when Swedish is selected.
Venture Long Straight Bracket

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

 A longer variant of the straight bracket.
Seemingly modest, the introduction of brackets has revolutionized the creations of many tech designers. Brackets were introduced by Professor Ruin of the Idont Institute in the Western American Republic. The great thing about them is their simplicity. Ruin discovered that by removing all the unnecessary bulk, one could build a much stronger superstructure by providing more attachment points connected by high-density metals. Ruin originally designed mounts for train-style landtechs. Since then they have been used in many areas, especially by quadcopter fans and venture motocross riders. Ruin is currently recovering from an allergic reaction to his heart medicine. He is stable and will be discharged from the hospital soon.

The **Venture Long Straight Bracket** is a structure block. Like the Venture Straight Bracket, it is very light, and very weak. It is awesome when making speedy techs and fliers, but terrible for combat.

Like the other brackets, it is very thin, which makes it useful for some of the more unusual builds, such as trailers and multi-tech hinges. See the forums and community core streams for inspiration!
User Interface

The onscreen user interface in TerraTech is very complicated. This guide should help you understand it better.

## Mission Log

The mission log is found in the top right corner of the screen in campaign mode. It is \_\_ pixels wide and \_\_ pixels tall on 1080p resolution. It will show three mission subsequently. When clicked, it will bring up a menu in the center of the screen to show more missions and their descriptions.

## License display

In the top left corner of the screen, the license display is found. It will show the various icons of licenses and grade numbers outlined by a white frame, and when the icons are hovered over by the pointer.the white box becomes a ribbon showing XP and an XP bar. (NOTE: These icons only show up when the license is unlocked. This menu is partially transparent.

## Radar

The radar is a circular menu in the bottom right of the screen. When a Radar block is not attached, it is extremely small. When it is, it is much larger and a pair of coordinates show up. This menu is partially transparent allowing you to click and see through it.
Bomber

Suguris

This article is a disambiguation page, a navigational aid which lists other articles that might otherwise share the same title.

*This article is a disambiguation page, a navigational aid which lists other articles that might otherwise share the same title.*

**Bomber** could refer to:

* The field event, which can be enabled in any Normal Mode game.
* The mixer, which can be enabled in co-op games if it is available on a given day.
Venture Zoomer Wheel

None

**Top speed** = 76 mph.

The Venture Zoomer Wheel is an extremely fast wheel, as you would expect. They have the highest top speed even above all other companies' wheels, even though they are the level one wheels.

They have an extremely quick turning speed, requiring light taps on the steering to not spin out if using a small tech. They do not have much health, either. They cannot hold much weight, making them not too useful if using a large vehicle. Using several of them can help avoid this problem, however.

Staying with the Venture style, white and red coloring, no blue however. The engine noise is that of rapid clicking.

"The most compact high performance off-road wheel around. Very nippy motors that may be a bit tricky for newer explorers to handle. These will get you from A to B in no time at all."

## References

1. ↑ Top speed based on ? Venture Zoomer Wheel vehicle made up of 1 Venture POD Cab, ? Venture Long Block
Venture Large Kompress Fuel Tank

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

 A highly compressed fuel tank which will refill relatively quickly too.

**Venture Large Kompress Fuel Tank** is a highly compressed fuel tank which will refill relatively quickly too.

## Usage

Kompress Fuel Tank has the highest fuel refill rate in the game and average fuel density per cell, the main downside is the fragility of the tank (it is the most fragile tank module).
Version 0.4.6

**Version chronology**

**External links**

## New features / content / improvements

* Reduced size of Invaders
* Moved Remote Charger from EXP to GSO. Also made available in Main Game and added to crafting table.
* We can now individually control mass, friction and restitution per chunk type. Meaning we can make Sap, Oleite and wheels bouncy!
* Lowering profile of warning icons
* New Resource assets
* Updated localisation document.
* General polish

## Game Design Tweaks

* Small changes to the fabricator example base.
* Auto aim guns now reselect new targets more regularly.
* Added Scrapper Cost Multiplier.
* Removed the last of the ugly world space arrows from the challenge modes.
* Warning overlays now have a curve to determine how often they should display.
* Removed some buttons from the pause menu.
* New block discovery overlays now appear on all undiscovered new blocks that get detached / are available.
* Warning overlays now revert to a blinking state after their full warning message has been read at least once.
* Block discovery overlays now dismiss when the target item is picked up.
* Once an overlay has been expanded and read, players can click anywhere else to dismiss it, despite the state of the overlay.
* Invaders are now removed from play when they defeat you.

## Bug fixes

* Fixed issue where brakes aren’t released on boost unless actually boosting.
* Tech's with only anchors count as legitimate and so will not self destruct.
* Fixed Tech staying kinematic after anchor removed.
* Made sure anchored Techs are always flat and always anchor when loading them back into games.
* Made sure detached enemy AI controllers always destruct.
* Fixed chunk duplication bug.
* Fixed logic fail preventing unanchored tanks from clearing kinematic.
* Fixed AI controllers trying to beam up fixed bases.
* Unanchoring an anchored tech causes it to fall apart.
* Anchored blocks set as root when no controller exists.
* Fixed delivery cannon, more robust way to cancel holding animations, allow animated item to retain velocity on animation exit.
* Fixed booster/brakes sticking bug.
* Various fixes to Sumo including; Sumo spawn height & centred, beam enable/disable conditions, game-breaking UI logic bug & block decode message.
* Fixed bug relating to anchors applying on all parts that could when spawning Techs. Now only ones that were anchored when the Tech was saved will re-anchor.
* Fixed the tractor pad holding beams to hold items with a bit more strength so they are not dropped all the time when moving at speed.
* Fixes to the issues with some Attach Points not showing when they should, during rebuilds.
* Clean-up work has gone into the chunk drag and drop logic.
Version 0.5.10

**Version chronology**

**External links**

## New features / content / improvements

* Improved friendly AI for following and harvesting.
	+ Harvesters require a tractor pad for them to bring resources back to the player’s base.
* Added support for multiple saves.
* Improved speed of taking Tech snapshots.
* Added 10 new enemy mini-bases to the main game mode (there are now 14 in total).
* Added 207 new community built Techs to the enemy population.
* Added the new Fireworks Launcher weapon to R&D test chamber and payload terminal.
* Added the new Fireworks Launcher weapon to around 75 population Techs to increase chances of discovering the block.
* Translations for non-English languages have been updated.

## Game Design Tweaks

* Invaders now get the equivalent of an EXP battery energy when they spawn.
* Added around 250 new community built techs to the game.
* Increased the warning time before an Invader arrives from 10 seconds up to 30 seconds.
* Increased the price of the GSO 3-Pound Cannon from BB1000 to BB1450. This was done to reduce the chance of smaller techs spawning with it too early as it is a fairly strong weapon.
* Increased radar range of neutral Techs from 150 to 500.
* Decreased Invader radar range from infinity to 500.
* First pass balancing for the new Fireworks Launcher weapon.

## Art Tweaks

* Added new resource chunks to the game.
* Added new “Mountain Trees” to the Mountain Biome.
* TEMPORARY: Re-textured the GSO Fabricators & Refineries so they are more distinct from each other.
* Added damage VFX to all the resource giving objects on the game.
* Added a new “Hit” VFX to all the resource givers in the game.
* Added more Grassland tree variations.
* Swapped the colour on 2 of the Alloys so you can tell them apart.
* Made the Celestian alloy a lighter blue colour so it looks different from the Titania alloy.
* Tweaked the collision of some of the resource chunks so that they roll about less.

## Bug fixes

* Fixed various crash bugs.
* Fixed bug with resources flying up in the air from a tractor pad when another resource is blocked from getting to the tractor pad.
* Fixed the bug where a GSO light was spawning instead of a EXP long bracket in R&D.
* Fixed Lift Off name tag wrongly marked him as enemies.
* Fixed dispensers spawning on top of each other.
* Enemy bases will now become the player’s property after their guardian is destroyed regardless of what has happened to their harvesters.
Venture Rotating Anchor

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

 This is the fastest turning Rotating Anchor available. Just don't expect it to carry too much weight though. It's a great choice for light defence turrets that need to target fast moving targets.

The **Venture Rotating Anchor** is a manufacturing block. It has 4 Attachment Points and a low amount of health. Like all Venture blocks, it can be crafted with a Ventur Fabricator.

This block must be anchored to function and can only be placed upright.

## Usage

The Venture Rotating Anchor is the opposite of the GeoCorp one. It can't handle anything heavy. In exchange, it's the fastest turret base you'll ever find. It is suitable for building small, weak turrets in numbers and allows better accuracy than any other anchor. Even the Anchored AI modules won't beat it in this aspect. Bear in mind that this will only offer very limited options to whatever you're gonna put on it, so make your choice wisely.
Version 0.5.0

**Version chronology**

**External links**

## New features / content / improvements

* Added lots of new community Techs to the population.
* New weapon sounds added.
* Added new GSO Mini Drill to the Game.
* It is now given during the tutorial instead of the plough (as it is more useful than the plough).
* It is available in the R&D Test Chamber (behind the older GSO Rock Drill.
* The Mini Drill is purchasable from the Payload Terminal.
* The Mini Drill can be crafted in a 2-Slot Fabricator with 1x Plumbia Ingot and 1x Titania Ingot.
* The crafting recipe changes were made to allow room the new Mini Drill to fit into the 2-Slot Fabricator comfortably and with a logical recipe (hard metal thing plus normal metal thing) and to remove an exploit that allowed for \* Fulmenia to be yielded by scrapping Rock Drills (which were a bit too common for such a rare resource).
* Added a warning for overloaded wheels.
* Added animations to the GSO Solar generator folding out and folding away.
* Re-ordered languages in language select dropdown menu to appear alphabetically

## Game Design Tweaks

* Further weapon balancing:
* GSO ZK-47 now does 108DPS, a slight decrease.
* GSO COIL Laser still does 105DPS, but now fires faster with less damage per shot.
* GSO 3-Pound Cannon nerfed back down to 133DPS.
* GSO STUD Laser keeps 130DPS, but also becomes faster firing with less damage per shot.
* VEN Hail Fire Rifle increased significantly to 222DPS, recoil increased.
* GSO Mortar has a tiny buff to 235DPS.
* EXP Oozee significant buff to 421DPS.
* EXP Megaton Cannon tuned down to 450DPS.
* The GSO ZK-47 Machine Gun has had it’s recoil reduced to ensure the starting Tech is more stable with the drill attached.
* The GSO Plough is now craftable by combining 2x Titania Ingots in a 2-Slot Fabricator.
* The GSO Rock Drill (older drill) has also had it’s recipe changed. It is now craftable with 1x Plumbia Ingot and 2x Titania Ingots in a 3-Slot Fabricator.

## Bug Fixes

* Fixed ability to drop resources onto base refineries, fabricators and delivery cannon.
Alte/Mode Changes

Self-Destruct (Co-op)

On KO, deal your max HP as damage to the enemy. Enemy gains no stars or wins, but loses half of their stars if KO'd from this effect.
Hyper Info

Effect Type
Battle
Level
3
Cost
10 ★
Symbol
[[File:|30px|link=]]
Illustrator
Hono

*"I'm sorry... I can't make it back..." ―Alte*

## Co-op

In Co-op mode, Alte's stats and passive do not change.

Alte's Hyper, **Self-Destruct**, has a different effect in Co-op. When used in a battle, if the player is KO'd during the battle, they will not lose any stars and the opponent will not gain any stars or wins. In addition, the opponent will take damage equal to the player's max HP. If the opponent is KO'd by this damage, the opponent will lose half of their stars.

## Bounty Hunt

Alte's passive and Hyper are unchanged in Bounty Hunt mode.

Alte's base stats give her **40** starting stars and a price adjustment of **0%** at shops.
Venture Seraphim Nose Propeller

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

 A robust front propeller

The Venture Seraphim Nose Propeller is a sturdy front mounted propeller rotor block that is used for flying! It produces the same amount of thrust as the GSO Tetrox Booster Jet.

"A sturdy front mounted propellor motor."

The propeller cannot be mounted facing backwards on a plane, as the propeller will start producing force backwards when the plane is flying. However, it will work properly in any orientation on a ground tech and will produce force in the desired direction of movement. This prop can be found on the Lift Off! tech in earlier builds of the games, making it a more desireable option then the GSO Tetrox Booster Jet.
Acceleration Pack

Symbol
   DLC

**Acceleration Pack** is the fourth card pack available in 100% Orange Juice. The pack is the eighth DLC in the game and was the second DLC card pack released for the game. It was released October 17, 2016. The Acceleration Pack is the fourth most expensive pack out of all the packs in the game and was the first pack to feature Gift cards. The acceleration set itself contains the third largest amount of cards behind the Base Pack with 12 collectible cards: 4 rares, 4 uncommons, and 4 commons. In total the pack adds, 3 battle cards, 2 boost cards, 3 event cards, 2 gift cards, and 2 trap cards. Similar to the Base Pack, the cards feature a wide range of designs by multiple illustrators.
Venture Tail Wing

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 A venture rear wing

This wing piece may be used to build a rudder for your plane. Although it is intended to be used as a rudder, you may also use it in place of a wing.

It is lighter and more responsive than the GSO Rudder Aerofoil.

## Notes

The **Venture Tail Wing** Is also a very good alternative as a horizontal stabilizer to the GSO Rudder Aerofoil, as it is not as chunky.
Acceleration of SUGURI 2/Mira

Sometime after the events of *Acceleration of Suguri*, something begins to move around a piece of the spaceship that fell to the Earth in *SUGURI*.

An unknown person wakes up Mira. Mira asks why they are revived, and the unknown person says Mira is not revived, she is reproduced. This person is in an urgent need for strong soldiers that are stronger than the Shifu Brands. Mira does not care about this person's plans but will do them, just as long as they can screw things up as much as they want again.

After beating the Shifu Brands and the ship's guardian angel, Hime, Mira arrives back to where they woke up, the site of the piece of the spaceship, and they find the last of the Shifu Brand, Nanako. Nanako asks Mira who they are and Mira introduce themselves. Mira apologizes to Nanako that they will have to beat her up, Nanako sighs in response. Nanako says she is exhausted so Mira says to make things easier, just let them beat up Nanako and Nanako can rest. Nanako won't let some weirdo beat her up, saying how Mira's speech and act are weird, like Mira's red muffler. Nanako asks if Mira has no fashion sense and Mira says they look awesome with the red muffler, it is a sign of a hero. Nanako does not understand Mira and does not want to understand. Mira fights Nanako for making fun of them.

After beating Nanako, Mira goes to the person who reproduced them, saying that they completed the person's orders. This person is revealed to be Sumika, and she applauds Mira's work for hurting the Shifu Brands and the Guardians. Mira asks what they are supposed to do now, and Sumika responds by saying Mira will not be able to exist for much longer. Sumika gets and idea for Mira to fight her, in order to get combat experience. Mira calls Sumika crazy, how can they accept another fight after everything Sumika made them do. Sumika tells Mira to focus their anger into fighting Sumika, so Sumika can get lots of experience, and Mira says they'll be happy to.

After beating Sumika, Sumika wishes Mira went easy on her. Mira argues that Sumika did want to see Mira's full power in the first place. Mira wonders what they should do next and Sumika suggest for them to go look around the planet. Everything is more laid-back than the age where Mira originated from, so Mira decides to take their time to enjoy the peace. Mira just noticed that everything is shiny and bright, they never knew the planet was this beautiful. Now they understand why Sora was dying to protect the planet. Mira sets off to go see what the planet is like.
Venture Flanker Cab

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 An experimental Venture pilot cab. Somehow this has made it on to the market as a standalone product without the jet it should be attached to. Venture officials would never approve selling a cab without wheels. It still seems to function normally when attached to any other Tech.

The **Venture Flanker Cab** is a grade 2 control block manufactured by Venture. Like all Venture blocks, it can be crafted with a Venture Fabricator.

It has 2 attachment point(s) and takes up 2 cell(s).
Version 0.2.5

**Version chronology**

**External links**

## New features / content / improvements

* Base shield now functions correctly:
	+ When active, prevents enemies from entering the shield.
	+ Prevents enemy bullets from passing through the shield.
	+ Takes damage and shrinks when attacked by enemies.
* Turning base blocks can now be fabricated and can be used to build automated sentries by attaching a cab and weapons.
* New Venture Corporation blocks:
	+ Venture POD Cab
	+ Standard Block
	+ Long Block
	+ Globe Trotter Wheel
	+ Dirt Digger Wheel
	+ Kompress Fuel Tank
	+ G-Boy Spoiler
* The tutorial messages and steps have been refined to explain more details to the player.
* The image of the base components no longer displays text that is explained in the tutorials.
* Fans can now be fabricated at the base.
* Downward facing fans can now spin via Shift key.
* The checkpoints have been visually improved and all checkpoints are now pairs of gates to go through.
* The checkpoints in the Hover Bother challenge have had their positions tweaked.
* Trees and resource rocks now have a greater variation of shapes.
* GSO Fixed Drill now does twice as much damage.

## Bug fixes

* When starting a new game or new challenge, the screen fades from black until the terrain is appearing correctly.
* Oil resources are no longer missing from the world.
* Friendly fire is now prevented from occurring.
* It's now possible to close the Twitter authentication page without authorising by using the back button or pressing Esc.

## Major known issues and bugs

* When enemy vehicles collide with the base shield, they instantly disappear instead of bouncing off.
* When a block is fabricated at the base, it incorrectly collides with the shield and can be rapidly repelled away if released inside the shield.

## Other known issues and bugs

* When a vehicle has multiple tractor pads, it may be tricky getting resources from the vehicle's tractor pads onto the base receiver.
* It is possible to jam the player's vehicle under the base.
* Base components other than the receiver should not pass objects back to vehicles.
* A drone vehicle with a cab but no AI module drives away from the base instead of staying idle.
* There are some graphical holes in the terrain.
Venture Conveyor

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 A Venture Conveyor can hold and pass chunks along to other connected conveyors or manufacturing blocks.

The **Venture Conveyor** moves resource chunks between base blocks. It can operate at speeds of 200 mph and above without losing carried items. It moves items at the same speed as the GSO Conveyor at the moment, and otherwise equivalent in function.

## Trivia

1. It is known to cause an error when attached to another venture conveyor, most probably because the absence of a texture for the arrow that shows direction.
Air Raid

Suguris

This article is a disambiguation page, a navigational aid which lists other articles that might otherwise share the same title.

*This article is a disambiguation page, a navigational aid which lists other articles that might otherwise share the same title.*

**Air Raid** could refer to:

* The field event, which can be enabled in any Normal Mode game.
* The mixer, which can be enabled in co-op games if it is available on a given day.
* The card, used by Big the Jonathan in Co-op Mode.
Aru/Mode Changes

Present for You (Co-op)

All players draw cards until they have a full hand. Those with full hand draw 1 card instead.
Hyper Info

Effect Type
Event
Level
2
Cost
30 ★
Symbol
[[File:|30px|link=]]
Illustrator
Neriume

*"Presents for good boys and girls." ―Aru*

## Co-op

In Co-op mode, Aru's stats and passive do not change.

Aru's Hyper, **Present for You**, has a slightly different effect in Co-op. The Hyper will no longer grant stars, but otherwise functions similarly to its Normal mode counterpart.

## Bounty Hunt

Aru's passive and Hyper are unchanged in Bounty Hunt mode.

Aru's base stats give her **46** starting stars and a discount of **-15%** at shops.
Acceleration of SUGURI 2/Sham

Sometime after the events of *Acceleration of Suguri*, something begins to move around a piece of the spaceship that fell to the Earth in *SUGURI*.

An unknown person wakes up Sham. Sham wants to celebrate her comeback rather than follow this person's orders. The persons tells Sham to just get the order done. Sham finds Sora not wanting to fight Sora but having no choice to. Sora asks if Sham is really Sham and Sham answers she cannot say if she is real but she is a close approximation. Sora says Sham is not makign any sense. Sham calls Sora and airhead and that is what makes Sora adorable. Sham says her missions is less serious than what it was before and fights Sora to see who is stronger and cuter.

After beating the Shifu Brands and the ship's guardian angel, ​Hime​, Sham arrives back to where she woke up, the site of the piece of the spaceship, and she finds her last target, ​Saki​. Saki asks who Sham is and why she is attacking her. Saki wonders if the reason she is being attacked is because she is ultra super cute. Sham admits that Saki is adorable. However, Sham says she is also cute, slightly cuter than Saki. Saki cannot let Sham's remark pass, but Saki also admits that Sham is cute, stating that Sham has a super attractive, smoking hot body. However, Saki states she is more cuter than Sham because she can cook and she has a cheerful personality. Sham argues that she owns a cheerful personality as well. Saki says both girl's cheerful level are equal at the moment, to which Sham agrees. Both agree that whoever can fight cuter and obtain victory shall be the cutest.

After beating Saki, Sham goes to the person who reproduced her, who is revealed to be Sumika, and she applauds Sham's work for hurting the Shifu Brands and the Guardians. Sham says her work is not over yet, she still have one more enemy left and it is Sumika. Sumika is Sham's boss but Sham still sees her as adorable, any cute person is an enemy to Sham.

After beating Sumika, Saki has reached the pinnacle of cuteness but Sumika notes that Sham is just a lone idol. Sham cannot form an idol unit without someone as cute as her, Sham has isolated herself by beating all those who are cute. Sham wonders if there is any hope but then she hears Sora calling her. Sora wants to know what Sham was talking about earlier, before their fight but then Sham gets an idea. Sora is the perfect person to help Sham form an idol unit. Sora wants to know what on earth Sham is talking about but Sham urges Sora to become idols together without explaining. Sham wants to practice their new song as idols and Sumika provides lyrics to their song, thinking something like this will happen. Sora still understands nothing as Sham is excited that their CD will sell millions. Sham predicts she and Sora will shine bright as idols.
Arnelle/Info

Arnelle

Base Stats

HP
5
ATK
+1
DEF
-1
EVD
±0
REC
5

Passive
Can see the card on the top of the deck when holding Intelligence Officer in hand.
Basic Info

Origin
100% Orange Juice!
IllustratorHono
Voice Actor
 Ishiguro Chihiro
DLCDLC 28

Theme
▶️

**Arnelle** (アーネル Āneru) is one of the playable characters in *100% Orange Juice!*. She was added to the game in DLC 28, alongside Maynie.

## Passives

* Can see the card on the top of the deck when holding  Intelligence Officer in hand.

## Overview

Arnelle possesses stats that makes her frail character. While having HP of 5 and ATK of +1, she has -1 DEF and EVD of 0 which makes her vulnerable against high attack rolls. However, her benefit lies on her passive skills, which makes you able to peek the card on the top of the deck (if you hold a hyper card), giving you massive advantage on drawing a card that you want.

Her hyper,  Intelligence Officer, heavily depends on the type of cards that you and the other players brought. When using her hyper, more Event cards brought in to the deck would mean more opportunities to get +3 ATK, more boost card would give +3 DEF, and the rest of the card (battle, gift, hyper) would give +3 EVD.

The order in which Arnelle benefits the most are ATK > DEF > EVD, since having +4 ATk gives Arnelle the opportunity to steal stars from the character who possess a lot of stars, granting you an advantage if you can KO. +2 DEF would be much better in terms of survivability especially against high rolls when compared with EVD of +3 EVD.

Overall, her hyper's versatility makes you able to adapt in different scenarios, and being able to peek cards will give you card advantage.

## Summary

Pros
+decent HP and ATK
+able to peek the card on the top deck
+Hyper is cheap and only requires norma 2
Cons
-Hyper relies on the deck structure
-frail due to low defense and neutral evade
-need a hyper card to activate her passive skill
## Update History

 **V3.10.2**
* Reduced **Intelligence Officer** cost to 10 (down from 20).

 **V3.2.1**
* Fixed dealing **Intelligence Officer** and dealing it back not updating the shown card texture.

 **V3.1**
* Added to the game with DLC 28.
Venture Left Dune Wheel

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 This Dune Wheel is very similar to a Globe Trotter, but with an added fender to keep the dust down and an extra attach point on top.

**Top speed** = 86 mph.

This Dune wheel is very similar to a Globe Trotter, but with an added fender to keep the dust down and an extra attach point on top.

## References

1. ↑ Top speed based on 4 Venture Left Dune Wheel vehicle made up of 1 Venture POD Cab, 2 Venture Long Block and 1 Venture Speedometer
Beginner Town CO

Nanako

This article is a stub. The information on this page has not been refurbished to current Wiki standards or is incomplete. You can help 100% Orange Juice Wiki by expanding it.

*This article is a stub. You can help 100% Orange Juice Wiki by expanding it.*

**Beginner Town CO** is a playable Co-op field in 100% Orange Juice. The field layout is based on the normal Beginner Town field, with significant adjustments for Co-op mode. The board can be played on Normal difficulty (with any boss) or Extreme difficulty (with Swimming Coach).