Version 0.7.6

**Version chronology**

**External links**

## New features / content / improvements

* Tech blocks can now be sent to SCU using the radial menu. Be sure to save a Snapshot of them before sending -- otherwise you'll need to quickly press undo to get them back!
* Tech placement - Can manually choose where to place a Tech when loading from your inventory.
* Added new Venture Stunt Missions to Venture Grades 1, 2 & 3. Stunt Missions include all sorts of time trials, ramp jumps and some really big set piece stunts in Venture Grade 3.
* Added new Compressed Resource blocks for each corporation. These blocks hold multiple refined resource chunks of a single type for easier resource transport and storage. The contained resources can be retrieved using a Scrapper. To be used as an easy way to transport large numbers of resources -- be careful not let enemies blow them up though!
* Graduated the EXP Tank Track Left, Right and Middle to GeoCorp Grade 3.
* Techs can now be anchored/unanchored at the touch of a button (in the bottom left of the screen, next to your Snapshot button.
* Added new Ice biome. Wrap up warm and try not to slip.
* Added tyre tracks when driving.
* Optimised the speed at which block Attach Points appear when building. This should make building huge Techs a lot faster (4x faster actually).
* Added three new Hawkeye Blocks to the game:
	+ Hawkeye Havoc Shield (Grade 2)
	+ Hawkeye Payload Terminal (Grade 2)
	+ Hawkeye Pack Collector (Grade 1)
* Latest translations from the TT Translators updated in the game.

## Game Balancing Tweaks

* Increased the Block Survival Chance when blocks are detached from a destroyed enemy Tech, increasing opportunities to gain blocks via combat.
* A selection of Basic Blocks now have unlimited stock in the Trading Station.
* The Trading Station and Terminal shops now always stock a minimum of 4 GSO Small Collectors.
* Certain blocks sold in the Terminals and Trading Stations are now offered in pairs. These blocks include all types of wheels, all pairs of left and right wings and various other Blocks that are less useful when encountered on their own.
* Large Techs will slow down the speed of rotating anchors.
* Saving snapshots will now prompt if you’d like to overwrite the old one instead of auto-renaming the new one.

## Block Tweaks

* Increased the damage of the Hawkeye Auto Cannon.
* Special Hats and Colour Blocks are now available to buy at Trading Stations and Terminal shops in Campaign mode.

## Resource Tweaks

* Increased the amount of Chunks that can be harvested from Slow to Mine Resource Givers (Oleite, Carbite, Rodite, Erudite, Celestite & Ignite) up to around 1000 Chunks total.
* Slowed down the rate at which Auto Miners produce a Chunk to once every 30 seconds. It now takes roughly 8 hours to fully exhaust an underground deposit.
* Adjusted the amount of energy gained from burning various Fuel Chunks:
	+ Oleite and Olastic now produce less energy than Carbite and Carbius, as Carbite and Carbius are more rare.
	+ GSO Static Furnace Generators yield the same amount of energy for Raw and Refined versions of the Chunks. However, Refined Chunks will burn faster in a GSO Furnace Generator. GSO Mobile Furnace Generators do the same, but only yield half the amount of energy.

## EXP Block Tweaks

* Added new EXP Pacemaker block to R&D Test Chamber. This enables control over the speed at which crafting bases operate. Attach it to a crafting base, then right-click the block and hold to access the speed controls. Available in Campaign from GSO Grade 3 (R&D Pack only).
* EXP blocks are now available in Campaign mode.
* EXP blocks cannot be crafted, but they can be purchased, awarded for completing missions and scavenged from enemy Techs.
* Various Blocks have been promoted from R&D and are now available as various corporation blocks in the main game.

## Bug Fixes

* Resources in crafting missions now spawn directly onto the base to prevent players intercepting them as they drop from the sky.
* Fixed recipes switching between component factories, which loses resources.
* Inventory now closes when exiting the Build Beam.
* Closing the Inventory will no longer drop the currently selected block.
* Loads more bug fixes that aren't worth listing here.

## 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.