recursal/Fanatic-Fandom huggingface dataset:
Unstable Version 0.8.2.2

**Version chronology**

**External links**

## New features

* New music for every corporation and biome!

## Design tweaks

* Swapped Lift Off for Venture Lift Off as a Creative mode starter Tech.
* Added two new example Base Techs to Creative mode.
* Increased the passive braking of the following wheels:
	+ GeoCorp Big-Boy Wheel
	+ GeoCorp Behemoth Wheel
	+ Hawkeye Big Daddy Wheel
	+ Hawkeye Warhorse Wheel
	+ Venture Monster Truck Wheel
	+ Venture Titan Truck Wheel
* Venture Race courses now have less variation in terrain height to increase their chances of being completed.
* Hints are now automatically hidden after 60 seconds.
* Adjusted the default volume settings. (shoutout to Zed).
* Changing conveyor direction now has a short hold delay to avoid accidentally changing direction while moving the camera.

## Bug Fixes

* Fixed not being able to enter build beam when piloting a Tech with no wheels that is on top of another Tech.
* Increased terrain thickness to prevent objects sometimes passing through the ground.
* Fixed Gauntlet times being overwritten if you hit Retry instead of going back to the menu.
* Fixed booster audio glitches and disappearances in Gauntlet.
* Fixed being able to salvage high-grade Hawkeye blocks during Bird of Prey mission.
* Fixed Trader Troll destroying scenery objects when driving near them.
* Fixed some spawning issues with Hawkeye missions.
* Fixed nearby starting Techs in Creative Mode spawning on top of scenery.
* Resource chunks no longer obstruct blocks being attached.
* Fixed issue with rotating anchor when building over 32 blocks in one direction.
* Players can now craft blocks from the grade above them as intended.

## 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.
* Mute All Chat button is visible in Multiplayer.
* Wireless Chargers do not currently function.
Unstable Version 0.8.1.1

**Version chronology**

**External links**

## Bug Fixes

* Fixed issue with pulling the cab off a Tech in beam mode not keeping the Tech intact when the cab is still held.
* Fixed issue with a Tech that has an AI controller still being drivable if the cab is destroyed.
* Stopped the output\_log.txt file getting spammed with unnecessary multiplayer related logs.
* Fixed multiple crash bugs.

## 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 still work-in-progress for most languages.
Unstable Version 0.5.22.6

**Version chronology**

**External links**

## New features / content / improvements

* Mouse cursor changes to reflect block interactions.

## Game Design tweaks

* Added a tooltip to the snapshot icon.
* Doubled safe area range at start of game to prevent day/night cycle kicking off too frequently during Grade 1.
* Made player healing more apparent when entering the repair bubble in the Solar Generator mission.
* Made the SCU Storage block much harder to destroy.
* Removed symmetrical airflow over Venture Wings, meaning they will not work identically either way up, but will be easier to get Venture-only planes off the ground.
* Prevent situations where the Wireless Charger mission might not be completable.

## Art Tweaks

* Improved block painting cursors and icons.
* Improved particle effects for the SCU Storage block when it is charged up.

## Bug Fixes

* Fixed warning message about leaving the initial safe area never getting triggered.
* Fixed scaling issues with grabbing items being consumed by the SCU Storage block.
* Fixed progression blocker where the SCU could be destroyed during its mission.
* Fixed issues related to the block palette in open and closed states.
* Fixed not being able to block paint if user alt-Tab process switches away.

## Known Issues

* SCU Storage block related bugs:
	+ When block painting. The selected block is opaque instead of semi-transparent.
	+ 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.
* The Delivery Cannon incorrectly causes damage to itself when it delivers things.
Unstable Version 0.7.0.6

**Version chronology**

**External links**

## Bug Fixes

* Message boxes now display correctly in different screen aspect ratios.

## 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.
Reticule Research Fireworks Launcher

A double barrelled rocket launcher with a twist. Use these Reticule Research branded fireworks to cause explosive damage to enemies, or to celebrate and have some fun!

The **Reticule Research Fireworks Launcher** is a grade 1 Weapon block manufactured by Reticule Research. Like all Reticule Research blocks, it can be crafted with a Reticule Research Fabricator.

It has 1 attachment point(s) and takes up 2 cell(s).

## Usage

The Fireworks Launcher is more of a novelty item used for celebration rather than for combat. It fires a burst of three rockets with a long delay between each burst, making it unsuitable for damaging enemies at times, although not impossible. The explosion is basically a massive cloud of chaff which does some area damage to enemies caught inside.

At its best, it is essentially a weaker version of the AA Repulsor Cannon. Although one can arguably stack it to increase their overall effectiveness, the inability to target ground targets and the slow fire rate makes other weapons much better at combat.

## Trivia

* When the projectile explodes, the amount of chaff purchased can lag and even crash the game if too many launchers are installed at once.
* This weapon doesn't actually rotate, although it is still possible to automatically aim at enemies.
* Unlike the AA Repulsor Cannon, it can be placed without being upright.
Unstable Version 0.7.0.7

**Version chronology**

**External links**

## Bug Fixes

* In Crafty Business missions, the player is now prevented from driving off with blocks that are delivered part-way during the missions.

## 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.
Unstable Version 0.7.2.9

**Version chronology**

**External links**

## Bug Fixes

* Fixed Radar mission crash if the radar block is destroyed as part of the Tech blowing up.
* Fixed bug with crates spawning, but the enemy encounter doesn’t progress.
* Fixed bug causing Crafty Business missions spawning where the base would be partially in the terrain.

## 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 0.6.5.1

**Version chronology**

**External links**

## New Features / Content / Improvements

* There are now multiple trading stations, placed at locations throughout the game world (new save games only).
* Added Czech to language options.
* Added Thai to language options.

## Game Design Tweaks

* The SCU Storage device is now treated like a normal block. You can buy multiple versions of it and you won’t be gifted a new one when it is lost or destroyed.
* Reduced the amount of damage that bullets deal against trees and rocks; the tree in the Battery mission is unaffected by this change.
* Decreased the frequency of new random mission spawns (from one every minute to once every two minutes).
* Updated GeoCorp mission enemies to be more challenging and impressive.
* Increased pickup range of the GeoCorp Receiver.
* Extended the Suspension Spring of the GeoCorp Small Metal Wheel to allow it to reach the ground when used with other wheel types.
* Slowed down the GeoCorp Ram Drill spin speed to make it clearer to see it turning at variable frame rates.
* Increased the capacity of the Venture Battery.
* Added more tooltips to the HUD.

## Art Tweaks

* Updated TerraTech logo in the intro sequence.

## Bug Fixes

* Fixed several crash bugs.
* Fixed issue with large rocks appearing in R&D Test Chamber.

## Known Issues

* Playing with old game saves may 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.
* Graphical issues with red projector on terrain when enemies spawn in.
* Some enemy bases do not get anchored correctly in the terrain.
* Some radar markers may point towards things that are missing in the world.
* The Mission Log may disappear, but the missions remain active. A workaround is to save your game and exit TerraTech completely then restart TerraTech and continue your game.
* Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
* Certain types of base set ups can duplicate resources.
* Markers for missions and bases when playing in 4:3 are offset slightly.
* 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.
Jolly White Beard

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

 None

The **Jolly White Beard** is a hat block. A beard as white as the snow.

It can also function as a 1 block wide pusher plough.

## Lore

The following is written on the inside label, "A majestic replica of the original beard worn by Galactic Space Monkey King, 'King Arthur', champion of popular future sport Zero-gravity Bundles. Bestows its wearer with +2 to their Rough Housing stat."
Unstable Version 0.5.22.5

**Version chronology**

**External links**

## New features / content / improvements

* Ensure one mission is always selected, when the Mission Log is active.
* Added particles to blocks being picked up by the SCU Storage block.
* Added Tab to toggle display of the block palette - needs a new user profile to work.
* The block palette automatically closes when opening the shop.

## Game Design tweaks

* Moved enemies that attack the SCU Storage block slightly further away.
* Added better mission log description while waiting for the messages to finish at the end of the SCU Storage block mission.

## Art Tweaks

* Added end caps to the block anchors.
* Improved the block category icons in the block palette and shop.
* Refined the look of the block palette and Shop HUD.

## Bug Fixes

* In build mode, prevent held block being incorrectly rotating with the mouse wheel.
* Improvement to the block palette position on screen in non-16:9 aspect ratios.
* Improved SCU Storage block so it can collect multiple blocks at once.
* After completing the SCU Storage block mission, when saving and quitting to main menu then starting a new game, incorrect missions were sometimes initiated during the new game. This bug is now fixed.
* Reduced the impulse strength of Cab explosions.
* Fixed fire animation on the Refinery.
* Fixed bug that caused the Trader Troll to flee.

## Known Issues

* SCU Storage block related bugs:
	+ When block painting. The selected block is opaque instead of semi-transparent.
	+ 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.
* The Delivery Cannon incorrectly causes damage to itself when it delivers things.
Mobile Base System

This is a system which is mainly used to transform your recourse collection tech (or your general tech) into a mobile money-making machine! How does this work? It's "decently" simple. To build a basic system, put some sort of receiver where it can collect resources and link it to your mobile delivery cannon with a conveyor (directly attaching the receiver is also an option). Here are a few examples:

]

Now, this is where it gets hard(er). To get more money out of the system you will probably want to connect a refinery. Use the following image as examples:
Unstable Version 0.7.2.7

**Version chronology**

**External links**

## New features / content / improvements

* Registration for full forum access now asks for a 2nd input of the email address to verify that the intended email address is correctly being registered.

## Game Design Tweaks

* Hawkeye Rail Gun now has a narrow aiming arc to shoot targets that aren't directly in front.

## Bug Fixes

* Fixed bug with missions spawning in the same location.
* Collectors and Silos placed vertically now stack resources correctly again.
* Fixed SFX for Delivery Cannon and SCU blocks.
* Tweeting an Invader from campaign now correctly sends a tweet and removes your Invader Tech.
* Can now rebind screenshot key, which could also previously be triggered while navigating UI menus.

## Known Issues

* "L" hotkey to toggle display of the Mission Log doesn’t work. You can still click on the current mission to bring up the Mission Log.
* 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 0.7.8.1

**Version chronology**

**External links**

## Steam Workshop

* You can now share your Techs with other players via the Steam Workshop.

## New Blocks

* Graduated the Monster Truck Wheel from EXP to Venture Grade 2.
* Graduated the Titan Truck Wheel from EXP to Venture Grade 3.

## Design Tweaks

* Updated lots of blocks to allow them to overlap with each other, following the update where blocks from separate Techs are not allowed to intersect with each other. Block include:
	+ Both EXP Explosive Bolts
	+ All EXP Joints (Ball and Sockets, Bearings and Axles etc.)
	+ All EXP Tow Rings and Hooks
	+ All GeoCorp Armour Plates
	+ All GeoCorp Half Blocks
	+ All GeoCorp Girder Blocks
	+ All GeoCorp Bumper Blocks
	+ GeoCorp Small Light
	+ All GSO Conveyor Blocks (inc. Filter, Dropper, Pacemaker etc.)
	+ All GSO Armour Plates
	+ All GSO Half Blocks
	+ Both GSO Fuel Tanks
	+ Both EXP Gauges (Fuel and Electric)
	+ Both GSO Hover Plates
	+ The GSO Strip and Stud Lights
	+ All the Hawkeye Angled Armour Blocks
	+ All the Hawkeye Bracket Blocks
	+ Venture Altimeter
	+ All Venture Brackets
	+ Venture Conveyor
	+ Venture Hover Plate
	+ All Venture Lights
	+ All Venture Streamlined Blocks
	+ Venture Tractor Pad
* Reduced the kickback for all of the Venture machine guns.
* Increased the speed of GeoCorp's Rugged and Krusher Wheel.
* Reduced the top speed of the GSO Bumper and Muddy Dog wheels.
* Decreased the amount of time that it takes for a Cab to explode after health reaches zero from 3 seconds to 1 second.

## 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.
Release notes

## Stable Releases

**Current Version: 1.3.2 (8/23/19)**

Stable releases are the main builds of the game. Compared to Unstable, these are less frequent, but are less prone to game breaking glitches.

## Unstable Releases

**Current Version:** 0.8.2.4 (8 August 2018)

Unstable releases are the "bleeding edge" versions of the game. These builds are more frequent and are usually more up-to-date, but they also often have game breaking bugs and other issues. These builds are mostly intended for testing purposes rather than gameplay, but many prefer these versions due to their newer content.

For steam users, you can switch to the Unstable branch by following these steps:

1. Go to your LIBRARY.
2. Right-click on TerraTech and select Properties.
3. Click on the BETAS tab.
4. In the drop-down menu, select tt\_unstable - Work-in-progress version
Unstable Version 0.5.21.4

**Version chronology**

**External links**

## New features / content / improvements

* 16 colour blocks have been added to R&D Test Chamber.

## Known Issues

* The load time from the Disclaimer screen to the Main Menu is too long and needs optimising.
* 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 0.7.1.2

**Version chronology**

**External links**

## Bug Fixes

* Multiple crash bug fixes.
* Prevent crash occurring when crafting blocks produce resources onto unloaded tiles.
* Fixed issue with Techs changing allegiance.
* Fixed bug where killing a Tech with only missiles wouldn’t always count it towards your enemies defeated score.

## 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.
* Cannot drop blocks directly into the GeoCorp Scrapper.
* Rocks on steam vents can respawn after reloading
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
* When using a GSO Anchored AI Module to make a turret, its default behaviour is incorrectly set to Idle and needs to be set to Follow for it to attack enemies.
* 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 0.7.1.3

**Version chronology**

**External links**

## Design Tweaks

* The Mission Log no longer appears immediately at start of game.
* Fabrication of all blocks is now allowed once a corporation's level has been maxed out.

## Bug Fixes

* Fixed anchors sometimes facing in the wrong direction.
* Fixed radar mission text interrupting the solar generator mission text on reload.
* The radar mission now always appears on the Mission Log at the correct time.
* Can now manually place blocks into a GeoCorp Scrapper.
* Fixed issue with blocks getting stuck when going into a GeoCorp Scrapper.
* The block palette is now made available whenever you have a SCU.
* Now prevent Alternators from being "trained" to accept a certain resource (like Filters).
* Fixed placement of overlays on non 16:9 resolutions.

## 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.
* Rocks on steam vents can respawn after reloading
* 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 0.5.11.6

**Version chronology**

**External links**

## New features / content / improvements

* Get recipes displaying for new fabricator blocks.
* Various performance optimisations.

## Game Design Tweaks

* Re-purposed the Refinery Thief Crater encounter to give a radar block.
* Removed mention of the arrow keys and numpad 0 from first movement and shooting instructions.
* Increased the prices of resources from Carbite, Rodite and above.
* Increased the amount of energy consumed when shields are hit and repair bubbles heal.
* Decreased the mass of some crafting blocks.
* XP now awarded for destroying Invaders.

## Art Tweaks

* Moved attachment points on Grade 3, 4 & 5 Fabricators.
* Optimised scenery elements and common blocks to improved frame rate.
* No scenery clutter in Fastest, Fast and Simple quality settings.
* Improved the look of the radar.

## Bug Fixes

* Prevent ‘Press B’ spam.
* Levelling up works properly.
* Fixed XP Bar on loading after playing previous game.

## Known Issues

* All new base blocks are missing animations e.g. the Solar Generator appears and stays in opened up state, refineries and fabricators need animations to consume the resources and refine/fabricate the result.
Mods

**Mods**, short for modification, are custom changes to a game, either through using the official modding tools supported by Payload Studios, editing the code and assets of a game or adding things to it. In the case of TerraTech, mods can add things from simple block additions or texture changes to adding major features, or even adding a whole pack of included mods. Currently, TerraTech does not have official mod support. However, some users have found their own ways to load their various changes into the game through mod
 Recent changes
 loaders and other means.

As such, it is easy for players to add these mods and use them in their game. However, it should be noted that these mods are added unofficially, and as such can change the game in ways the developers haven't expected, leading to glitches and potential exploits. It should also be noted that mods are made for specific versions of the game, and may not work when added to other versions. Please use caution and common sense when using these, and always save backups of saves and snapshots in case things go wrong.
Unstable Version 0.5.20.2

**Version chronology**

**External links**

## Bug Fixes

* Payload Terminal - Added missing EXP and Special corporation buttons.
* Payload Terminal - Fixed missing TECHS tab.
* Fixed scroll bar for Mission Log when there are more than 3 missions.
* Fixed bug with gun on GSO AI Guard Module.
* Fixed issue with Xmas Hats and Santa Beards appearing too dark.

## 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.
* GeoCorp Trading Station receivers momentarily stop working until a block or resource has been delivered.
Unstable Version 0.5.21.1

**Version chronology**

**External links**

## New features / content / improvements

* Updated translations from the TT Translator team.

## Game Design Tweaks

* Buffed the carry load and speed of Venture Springer Wheels.
* Nerfed the capacity of the GeoCorp Battery.
* Increased the power of all boosters and decreased their drain too.
* Added explosive damage to Mortar and Cannon projectiles and balanced the impulse and size of all explosions.
* Fixed missing attach points on some GSO base blocks.
* Reduced XP values for completing GeoCorp Grade 1 missions.
* Graduated several blocks from EXP to their corporations:
	+ GSO Small Plough
	+ GeoCorp Plasma Cutter
	+ Venture Zoomer Wheel
	+ Venture Pip Machine Gun
	+ Venture Battery
* Removed Tech called “Cab-cab” from the game.
* Reduced the value of selling all uncraftable blocks to BB100 each.

## Art Tweaks

* Clouds and celestial bodies have been added to the sky.
* Improved blend between the sky and the ground.

## Bug Fixes

* Multiple crash bug fixes.
* Fixed issue of resources that are blocked from getting onto tractor pads applying a force that flips the Tech over.
* Fixed missing APs on some GSO base blocks.

## 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.
* Solar gen when active seems out of sync with the sunset/sunrise.
* 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 0.7.4.10

**Version chronology**

**External links**

**Note**

* During the TT\_Unstable period from 0.7.4.4 onwards, games saves are unlikely to load in subsequent versions. Game saves will be fully supported again as of Stable Update 0.7.5.

## Game Design Tweaks

* Sending Tech blocks to the SCU now has an undo option.
	+ Techs can now only be loaded from the player inventory if a snapshot has been made. This undo feature has been added in case the player forgets to take a snapshot.
	+ An in-game hint has been added to remind the player of this functionality.

## Bug Fixes

* Fixed chase missions not giving rewards when sniping from a distance.
* Fixed rare issue where SCU and crafting missions couldn’t be completed.

## Known Issues

* The undo feature for sending Tech blocks to the player inventory is currently unlimited e.g. if you send 10 sets of Tech blocks to the SCU, you can repeatedly click undo 10 times to undo them all. A timer will be added where the undo per Tech will only be available for a short amount of time.
* 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.
* Repositioning a Tech in build beam currently allows the player to easily “climb” up tall parts of the terrain (including the large artefacts which sometimes allow the Tech to incorrectly go inside of them). This feature will need to be restricted somehow so the terrain’s topology still provides a challenge for the player to navigate across.
* Anchored blocks can be placed in close proximity to each other, causing them to overlap.
* Celestite crystals have not been set up yet to crumble in stages.
* 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.
* Markers for missions and bases when playing in 4:3 are offset slightly.
Unstable Version 0.7.1.5

**Version chronology**

**External links**

## New features / content / improvements

* Implemented an early test version of the Grabit 3D model viewer. This option appears when taking a snapshot of a Tech. Tech models can then be uploaded to Grabit and viewed in the online 3D viewer.
	+ Eventually, you will be able to purchase 3D printed Techs through this method, but that option won't be available until the New Year. Feel free to upload your favourite builds and view them in various materials that will be available.
* Performance improved for machines with lower end graphics cards.

## Bug Fixes

* Fixed crash bug when loading game saves from particular older builds.
* Fixed crash when saving larger snapshots.
* Fixed progression blocker when saving during the explanatory text at the end of the Battery mission.

## 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.
* Rocks on steam vents can respawn after reloading
* 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 0.6.4.1

**Version chronology**

**External links**

## New Features / Content / Improvements

* Added ability to toggle XP bars on and off by clicking on the bar.

## Game Design Tweaks

* Added more tooltips to the HUD elements to explain what various icons are for.

## Art Tweaks

* The Payload Terminal & Trading Station buy blocks & Techs panel now has a dedicated close button.
* The inventory now gets hidden after taking a snapshot of a Tech to prevent the Tweet panel overlapping it.
* Adjusted the Twitch notifications to fit in with the new style of the HUD.
* Revised various HUD elements to make them clearer against the various backgrounds.

## Bug Fixes

* Fixed several crash bugs.
* Updated the AI radial menu to stay circular at all aspect ratios.
* Fixed the altitude value in R&D to be close to zero for the Tech when it’s on the ground instead of being at 330 feet and above.

## Known Issues

* Playing with old game saves may 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.
* Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
* Certain types of base set ups can duplicate resources.
* Markers for missions and bases when playing in 4:3 are offset slightly.
* Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
* 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.
Unstable Version 0.7.3.7

**Version chronology**

**External links**

## New features / content / improvements

* A few more frame rate optimisations.
* Resources in anchored Techs rotate again.

## Game Design Tweaks

* Added some more Techs to the enemy population.
* Increased the power and suspension travel of the EXP Tank Tracks (R&D Owners only).

## Bug Fixes

* Fixed issue where SCUs would sometimes drop stored blocks after taking damage.
* Fixed mined out resource deposits not appearing as empty.

## Known Issues

* Anchored blocks can be placed in close proximity to each other, causing them to overlap.
* Celestite crystals have not been set up yet to crumble in stages.
* Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
* 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.
* Markers for missions and bases when playing in 4:3 are offset slightly.
Unstable Version 0.7.6.3

**Version chronology**

**External links**

## New features / Content / Improvements

* Latest translations from the TT Translators updated in the game.

## Bug Fixes

* Fixed intermittent crashes in the main menu attract mode.

## 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 0.5.19.3

**Version chronology**

**External links**

## Bug Fixes

* Fixed exploit by grabbing a block just before it's sold, resulting in the block being duplicated (and shrunk). Also prevents any block being passed to another holder while the player is holding it.
* Fixed bug with enemies spawning under the terrain.
* Fixed crash bug caused by invader events not being unhooked.

## 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.
Unstable Version 0.8.2.1

**Version chronology**

**External links**

## Localisation

* The game is now fully localised (barring a few exceptions) for French, Italian, German, Spanish, Russian, Japanese, Simplified Chinese and Traditional Chinese.

## Bug Fixes

* Fixed crash when playing Ranked Sumo.
* Fixed crash when starting a multiplayer game in "Teams Match" mode.
* Fixed crash when clicking a player name in a multiplayer lobby set to "Teams Match" mode.

## 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 still work-in-progress for most languages.
* Changing language setting during a game does not update all instances of on-screen text.
Venture Right Angle Bracket

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

 A right angle bracket. A stable and lightweight solution when you want to hang something on the side.

The **Venture Right Angle 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!
Red Horns

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

 None

The **Red Horns** is a hat block. Disclaimer: These horns do not constitute a whole Halloween costume. Any Halloween revelers found at a party claiming these horns are their entire costume, should be ejected from said party immediately, for lack of effort.
Unstable Version 0.6.2.4

**Version chronology**

**External links**

## New features / content / improvements

* When attaching blocks, the block being attached is now surrounded in a colour box; green for a valid attachment, red for an invalid attachment (e.g. going into the terrain).
* Added SFX for block rewards spawning for the player when completing a mission or levelling up to the next grade.

## Art Tweaks

* Replaced the Payload splash screen text with the Payload logo.
* Improved the disclaimer screen during startup with a better layout
* Added a loading graphic to the disclaimer screen.

## Bug Fixes

* Fixed various crash bugs.
* Fixed issue of blocks attached to the underside of Techs ending up under the terrain.
* Fixed SCU waypoint marker not appearing on the radar before anchoring the SCU.
* Fixed SCU waypoint marker not disappearing under certain conditions after the mission has been completed.
* Fixed SCU mission not completing under certain conditions.

## Known Issues

* Playing with old game saves may 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**\* When adding blocks to your Tech, it sometimes hops up briefly.
* Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
* Certain types of base set ups can duplicate resources.
* Markers for missions and bases when playing in 4:3 are offset slightly.
* Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
* 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.
Unstable Version 0.7.5.5

**Version chronology**

**External links**

## New features / Content / Improvements

* Tech placement - Can manually choose where to place a Tech when loading from your inventory.

## Game Design Tweaks

* Updated the track layouts of Time Trial Venture missions.
* Reduced the likelihood of Venture race missions spawning on difficult terrain.

## Art Tweaks

* Added new start gates to Venture stunt mission which show the correct direction to drive through.

## Bug Fixes

* Single cabs should no longer fall through the floor when released.
* Inventory now closes when exiting the Build Beam.
* Closing the Inventory will no longer drop the currently selected block.
* Anchoring Techs will no longer intersect the ground.
* Fixed some cases of loading Techs from inventory spawning below ground.
* Fixed crates awarded for Venture Stunt missions unfairly landing on platforms.
* Pacemaker block settings are now saved.
* Fixed sparkles on resource scenery from appearing corrupted.
* The Lemon block is now lit again.

## Known Issues

* Some Venture Stunt missions may appear in very challenging terrain.
* Some Venture Stunt & Race missions may not complete correctly.
* Anchoring a Tech on a slope might result in it clipping into the terrain.
* 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.
* 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.
* Markers for missions and bases when playing in 4:3 are offset slightly.
Lift Off!

**Lift Off!** is a abandoned plane tech that the player can find after acquiring any type of radar. This tech spawns with no defensive items or guns. A yellow point of interest marker will appear on radars and when the player nears the tech a mission is triggered with prompts on how to interact with it. Prior to a player interacting with the tech, Lift Off! is a neutral entity and will not aggro from nearby enemy techs.

This tech does not appear in more recent builds of the game.

## Missions

Lift Off! is part of the "GSO Mission0 Test Drive Plane" mission however is more commonly referred to as Lift Off! mission.

## Known Issues

* Lift Off! may not allow you to attach a cab to it as instructed (v0.1.13-present). Players can disassemble the tech and rebuild it around the cab.
Unstable Version 0.7.0.3

**Version chronology**

**External links**

## New features / content / improvements

* Optimised memory usage when TerraTech launches.
* Crafty Mike now flies away when his missions are completed.
* Added Stig's Viking Helmet to the game.

## Game Design Tweaks

* Reintegrated the basic GSO Rotating Anchor to use alongside the GSO AI Anchor, not instead of.
* Added armoured block to R&D Test Chamber to test Tech firepower.

## Bug Fixes

* Various crash bug fixes.
* Friendly anchored AI now attack enemies again.
* Venture Delivery Cannons now take resources from adjacent Silos.
* Alien Artefacts now actually spawn at the correct height above the ground.
* Fixed Fabricators spawning with repeat enabled by default.
* Fixed block not being selectable in menu of Fabricator tutorial.
* Fixed purchased Techs not spawning if game saved and reloaded.
* Fixed extra Refineries being delivered during Crafty Business I when saving/reloading at a certain point in the mission.
* Fixed Fabricators not outputting if player save/loads during operation.

## 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.
Year One Mining Helmet

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

 None

The **Year One Mining Helmet** is a hat block. Awarded to all TerraTech miners that have been playing since the first year of release.
It cannot be obtained anymore.

It is an extremely rare block that cannot be obtained anymore.
Unstable Version 0.7.5.10

**Version chronology**

**External links**

## Bug Fixes

* Fixed bug where power from solar generators was not transferring correctly to wireless chargers.
* Tyre tracks no longer float above the terrain.

## Known Issues

* Some Venture Stunt & Race missions may appear in very challenging terrain.
* Some Venture Stunt & Race missions may not complete correctly.
* Anchoring a Tech on a slope might result in it clipping into the terrain.
* 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.
* 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.
Unstable Version 0.7.9.6

**Version chronology**

**External links**

## Bug Fixes

* Fixed issue where drills would not damage blocks or resource givers.
* Fixed crash that might occur when starting Multiplayer.

## Known Major Issues

* The block outline effect incorrectly appears on blocks when going from campaign to other game modes.
* 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.
* Low repro crash when attempting Rolling Thunder.
Mine Island Rescue

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

**Mine Island Rescue** is a unique Grade 2 mission assigned by Venture. This mission is added in version 1.3.10.

## Synopsis

Venture received a request of a kidnapped tech named Whimpy who apparently needs rescue. He is held captive on a mine island by what Venture refers to as a "Nasty Bandit." The player then heads to the island and, after confronting Gruntle, attaches Whimpy's thruster, allowing him to escape.

## Strategy

A light tech is required for this mission, should aerial vehicles stray out of the picture, as the only other method to access the island is via the stunt jumps. Repulsor turret will block access to one ramp, but the slow RoF of the Venture Sonic Lance allows him to be bypassed. Either way, reach the island and wait for Gruntle to turn hostile.

Gruntle may be a tough opponent for lighter techs, though there are two viable solutions: He can be sniped with another tech waiting before the moat, or he can be lured into the minefields, which destroys him instantly.

A Venture Little Stud Pulse Booster will spawn on the ground. Attach it to the correct location on Whimpy and you're done.

## Trivia

* The Minefield does not actually blow up vehicles getting close to it. The game is programmed to destroy the control block of any tech entering the vicinity on the ground so it would be an effective instant-kill. Same goes for anything else that gets too close.
	+ Whimpy will have quotes if any tech hits the mines.
* This mission cannot be cancelled due to it spawning specific, permanent terrain structures.
* If the attached block is not a Venture Little Stud Pulse Booster, or if it was attached in the wrong AP, the mission will never progress since the game does not allow players to pull blocks from neutral techs.