recursal/Fanatic-Fandom huggingface dataset:
Unstable Version 0.7.2.4

**Version chronology**

**External links**

## New features / content / improvements

* New "Find Missions" mission
	+ When the Mission Log is empty, a mission to point the player towards Trading Stations to get more missions appears.

* Rename friendly Techs
	+ Press "R" while hovering over any non-player controlled Tech you want to rename.

* Friendly Tech marker improvement
	+ Behaviour has been improved to reduce screen clutter.

## Game Design Tweaks

* Population Enemies now take Block Rarity into account when choosing which Enemy Techs to spawn. The majority of Techs are mostly made from Common Blocks and then some Uncommons and fewer Rare blocks.
* Reduced the amount of time that you can use a Booster for without a Fuel Tank attached.
* Reduced the booster falloff time on all Steering Hover blocks.
* Increased the power of the GSO Hover Plates, in line with the Venture one.
* Updated the damage per second of the Venture Flamethrower, it is now effective against Techs. Also increased its aiming rotation range and speed of rotation and increased the length of the flame jet.

## Art Tweaks

* Made the Level Up and Level Maxed dialogue backgrounds more opaque.
* Improved Erudite Crystals

## Bug Fixes

* Explosion SFX are now affected by the SFX volume slider.
* In-game music now plays correctly with no stuttering.
* Fuel tanks spawn in fully charged.
* Fixed bug where using "L" in a Tech name snapshot brings up the Mission Log.
* Fixed crafting missions spawning with bases embedded in the terrain.
* Fixed scenery being spawned too close to trading stations.
* Drills now open up steam vents correctly instead of destroying them.
* Fixed Corporation License missions not showing their rewards in the Mission Log.
* Fixed crafting missions spawning with bases embedded in the terrain.
* Fixed rare bug where controls could be locked during "Crafty Business II" mission.
* Fixed incorrect tooltips on the Filter Block radial menu.
* Fixed bug with the titles of all Recover Delivery Crate missions for Venture, GeoCorp and Hawkeye. They were all appearing as 'Defeat Enemy Ambushers' instead of their proper titles.
* Fixed bug where AI cabs could not be placed into the Venture SCU.
* Removed placeholder Timed Mission which caused crashes.
* Removed exploit allowing players to gain bigger Techs on the "Tech Defeated" screen.
* Fixed issue where player might spawn out of world upon death.

## Known Issues

* The Venture Mobile SCU behaves unexpectedly when orientated sideways.
* 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 0.7.5.7

**Version chronology**

**External links**

## New features / Content / Improvements

* Solar panels, shield bubbles and regen bubbles deploy more slowly, to prevent exploits in anchoring Techs near to enemies.
* Optimised the speed at which block Attach Points appear when building.

## Game Design Tweaks

* Modified the ending stretches of Venture Time Trial races to avoid accidentally crossing the start line again to trigger another race session.
* Anchoring Techs will be disabled if enemies are nearby.
* Large Techs will slow down the speed of rotating anchors.
* Solar Generators no longer store residual energy.
* Increased the explosive damage of the GSO Megaton Cannon and the Hawkeye HG1 Cannon Turret.
* Added a hint the first time anchoring your Tech fails for any reason.
* Improved the distribution weighting of Venture stunt and race missions.
* Venture Time Trials have priority over other stunt missions on the Mission Board.

## Bug Fixes

* Fixed issue present in 0.7.5.6 where block Attach Points would not appear and function correctly when trying to place a larger block then trying to attach a smaller block. This also affected the ability to rotate the block.
* Fixed issue with tyre tracks not rendering properly sometimes.

## 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.
Reticule Research Dynamo Generator

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

 This block generates electricity when attached to a moving Tech. It doesn't produce much power, but it's better than nothing.

The **Reticule Research Dynamo Generator** is a grade 3 power block manufactured by Reticule Research. Like all Reticule Research blocks, it can be crafted with a Reticule Research Fabricator.

It has 4 attachment point(s) and takes up 1 cell(s).

It will generate small amounts of power when the wheels or propellers in the connected tech spin. It does not work for flying techs, however.

It is slated for Venture, and has 4 AP in a format similar to the Venture POD Cab and the GSO Gruntle Guard AI Module.

The energy generated scales with speed:

around 8 energy per second at 40 kph (480/min)

around 12 energy per second at 50 kph (720/min)

Starts working at 25 Kph and caps at 50 Kph ,the energy generation between these two values seems to be quite linear

## History

**[24/7/19]** During the community stream, Matt reveals that Mei Lan has been working on something and gives the clue 'dynamo.'
Translation

## The team

The translation of Terratech is provided by the TT Translation Team. All their members can be seen in the Terratech credits.

## Supported languages

Terratech is currently supporting 19 languages:

* English
* Brazilian Portuguese
* Czech
* Danish
* Dutch
* French
* German
* Italian
* Japanese
* Korean
* Polish
* Portuguese
* Russian
* Spanish
* Swedish
* Thai
* Turkish

There are two variants of Chinese:

* Traditional Chinese
* Simplified Chinese

## Trivia

* The Terratech Translation Status Summary as been last updated on the 19th September 2018
* French is actually the only language with English to be fully translated
GSO Grade 2 Fabricator

Redirect to:

* GSO Fabricator
The 2 Slot Fabricator is a base block that allows the creation of blocks that require 2 resource chunks.

The GSO 2 Slot Fabricator was available in 0.5.11 and previous versions. It allowed a player to use resource chunks and alloys to create a new block. It can still be found rarely on enemy and invading techs but no long has any use and can not be interacted with. If found this block can be sold to the GSO Trading Station. In 0.5.10 it was given a red texture to help people tell it apart from the Refinerys.
Unstable Version 0.7.4.2

**Version chronology**

**External links**

## Game Design Tweaks

* Doubled the amount of blocks gifted in Reward Crates.
* Reduced the survival chance of blocks when detaching from a destroyed Tech from 60% to 50%.
* Updated Hover Plate beam heights. Venture Double Hover Plate is now the tallest hover beam at 15m, GSO Large Quad Hover Plate has a 7.5m beam and the GSO Small Single Hover Plate remains the \*lowest at 1m beam (as it was before).
* Increased the size of enemy Techs spawned in missions and the population. The greatest differences can be seen from Grade 3 GSO onwards.
* Included smaller population enemy spawns in GSO Grade 4 and 5 (previously they were switched off).
* Reduced the chance for larger population enemies to appear (enemies will more likely be smaller ones).

* Added new Experimental Blocks to the R&D Test Chamber (and Creative Mode for everyone with the R&D Test Chamber):
	+ EXP Angled Plasma Cutter - An angled version of the Plasma Cutter, better for reaching low rocks.
	+ EXP Articulated Diamond Drill - A Diamond Drill that can reach low and high targets.
	+ EXP Straight Jackhammer - A new Jackhammer that can actually be used to hit things with. BAM! BAM! BAM!
	+ EXP Dropper - A block that will drop chunks from conveyors. Helps move chunks back to collectors or gets unwanted ones out of a base.

## Known Issues

* Players who created a save game on an earlier TT\_Unstable version might find extra icons on their radar after completing missions. This will only affect missions that were accepted but not completed in the TT\_Unstable version.
* 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.
Trader Troll

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

 *This article contains incorrect information. We're working on updating it!*

Trader Trolls are enemy techs summoned as part of the GSO grade 1 walkthrough. After recovering their base bomb and rebuilding their tech, the player is instructed to travel to a Trading Station marked on the minimap. Upon arriving at the Trading Station, the narrator will announce the arrival of the Trader Troll and order the player to attack it. The Trader Troll is the first tough enemy a player will face and teaches them to build effectively to protect their cab. After the Trader Troll's defeat, the Mission Board and Shop Terminals of Trading Stations will become available to be used in that campaign.

## Trader Trolls

There are at three different kinds of Trader Trolls, but you will only encounter one in a single playthrough.

#### Trader Troll Easy

The Mini Trader Troll has a GSO Repair Bubble Projector and is significantly smaller than the other Trader Trolls.

#### Trader Troll Medium

This Troll has a GSO Repair Bubble Projector and twice the weaponry of the **Trader Troll Easy.**

#### Rare Trader Troll

The Rare Trader Troll has both a GSO Repair Bubble Projector and a GSO Shield Bubble Projector. This might make it sound tougher but it has minimal battery capacity, strained further by the double-bubble arrangement. Hence the name, you are unlikely to find this kind because of it's GSO Shield Bubble Projector which is an extremely useful block in the early game.

* Trader Troll Medium (snapshot)
* Mini Trader Troll (snapshot)

## Trivia

If the Trader Troll that attacks you is the Trader Troll Easy, the narrator will read "*Wait a second... I'm reading something heading your way. Defend yourself!"* without reference to it being 'BIG'.

If you are attacked by the Rare Trader Troll, the narrator will read "*Wait a second... I'm reading something SCARY heading your way. Defend yourself!"* omitting the word 'BIG' for 'SCARY.'

## History

**[1.0.0.4]** Trader Troll renamed Trader Troll Medium, Mini Trader Troll renamed to Trader Troll Easy

**[1.0.3.1]** The 3 variations of the Trader Troll have now been replaced with a less threatening anchored new Trader Troll Tech.

## Achievement

> *Main page: Achievements*
>
>

### Whack-A-Troll

*Defeat the **Trader Troll** in under 15 minutes played (Campaign only)*

##### Completion criteria:

Destroy the cab of the **Trader Troll** within a period of 15 minutes since the current campaign was begun.
Unstable Version 0.7.5.4

**Version chronology**

**External links**

## Game Design Tweaks

* Added track lines for ground-based racing challenges.
* Increased the out of bounds limits for all stunt challenges.
* Increased time limits for ramp and slalom challenges.
* Increased amount of starting money in Campaign.
* Loading and storing techs using inventory blocks disabled when enemies are nearby.

## Bug Fixes

* Fixed recipes switching between component factories, which loses resources
* Fixed failure to load a save from hanging the game
* Fixed rendering glitches & improved visibility when driving under stunt ramps.
* Fixed blocks overflowing on Grade 3 license screens
* Fixed Venture missions occasionally dominating the Mission Board

## 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.
* VFX on scenery may not display correctly if positioned between the camera and the players Tech.
* 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.
Unstable Version 0.7.3.9

**Version chronology**

**External links**

## Game Design Tweaks

* Updated friendly Techs in the defend Tech missions. They should be more appropriate sizes now.
* Increased the range at which Fleeing Tech in Catch the Tech missions can spot you approaching and start fleeing.
* Decreased price for the block re-buy and recovery at death.

## Bug Fixes

* Fixed intermittent mission related crashes.
* Fixed crash in crafting system.
* Fixed crash when checking for Twitch streams.
* Fixed up ‘Stuffed Your Face’ Tech which was missing a Cab.

## Known Issues

* Players who created a save game on an earlier TT\_Unstable version might find extra icons on their radar after completing missions. This will only affect missions that were accepted but not completed in the TT\_Unstable version.
* 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 0.5.22.2

**Version chronology**

**External links**

## New features / content / improvements

* The SCU Storage rings now light up from red to green to indicate its powering up status.
* Added a slide-on block palette for standard building and block painting.
	+ You don't need to go into Beam Mode to block paint.
	+ The buttons to switch between block painting and standard build mode don't function correctly (see known issues).

## Bug Fixes

* Fixed bug with SCU Storage block sucking up resources that are held in tractor pads.
* Fixed bug when SCU Storage block incorrectly goes into its powering up state when attached to your Tech.
* Fixed bug that caused the game to occasionally remove the block from beneath the player cursor (including blocks on your Tech) when the SCU Storage block swallows a block.
* Fixed bug that caused SCU Storage block to spit out blocks it didn’t swallow when it gets damaged.
* Fixed bug that allowed the player cab to get sucked into the SCU Storage block.
* Fixed bug that would sometimes cause the SCU Storage block to just vanish completely.
* Fixed bug where starting a new game after completing the SCU Storage block mission, the enemy Techs don't spawn.
* Fixed bug where starting a new game after completing the SCU Storage block mission, the block palette is enabled whilst you're building your first Tech.
* Fixed issue with missing EXP blocks in R&D Test Chamber.
* Fixed cause of frame rate slowdown in R&D Test Chamber.

## Known Issues

* SCU Storage block related bugs:
	+ Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
	+ After completing the SCU Storage block mission, when saving and quitting to main menu then starting a new game, incorrect missions are sometimes initiated during the new game.
* New slide-on block palette related bugs:
	+ The toggle from block painting mode to standard build mode doesn’t switch correctly until the block palette has been collapsed.
	+ Returning from R&D Test Chamber to the main menu leaves the slide-on block palette on screen.
* Techs with a GeoCorp cab do not drive properly.
* Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
* The Delivery Cannon shouldn’t open up when attached to a moving Tech.
* The Delivery Cannon incorrectly causes damage to itself when it delivers things.
Unstable Version 0.6.3.1

**Version chronology**

**External links**

## HUD and User Interface Improvements

* Improved the appearance and layout of the in-game HUD.

## 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 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 0.6.2.5

**Version chronology**

**External links**

## Game Design Tweaks

* Scrap Magnets now drop items when they are damaged.

## Bug Fixes

* Fixed issue with the player Tech hopping briefly when adding blocks to your Tech.
* Fixed problem with the level up screen staying on-screen when returning to the main menu while it’s still present.

## 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 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 0.7.5.2

**Version chronology**

**External links**

## New features / Content / Improvements

* Anchor/Unanchor Tech button added.
* 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.
* 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 three new Hawkeye Blocks to the game:
	+ Hawkeye Havoc Shield (Grade 2).
	+ Hawkeye Payload Terminal (Grade 2).
	+ Hawkeye Pack Collector (Grade 1).
* Added new Ice biome. Wrap up warm and try not to slip.
* Added tyre tracks when driving.
* 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).

## Game Design Tweaks

* Saving snapshots will now prompt if you’d like to overwrite the old one instead of auto-renaming the new one.

## Bug Fixes

* EXP and Hawkeye Tank Tracks now behave properly by applying constant torque even when some of the internal wheels are not in contact with the ground.
* Fixed rare issue where the Trader Troll wouldn’t spawn.
* Can now load Snapshots with EXP blocks into campaign (R&D Pack Only).
* Resources in crafting missions now spawn directly onto the base to prevent players intercepting them as they drop from the sky.

## Known Issues

* Some Venture Stunt missions may appear in very challenging terrain.
* Anchoring a Tech on a slope might result in it clipping into the terrain.
* Occasional camera clipping issues with Venture Stunt ramps.
* 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.
Pew Pete

## Tech Profile

Pew Pete is a small tech and is mostly comprised of wheels. Pew Pete is the fifth tech the player is introduced to when starting the game. This tech will most likely be the player’s first chance to acquire a battery.

## Spawning

This tech spawns as the player is driving. It is the forth tech to spawn in the grasslands after Scanner Sniffer. This tech will only appear once.

## Fighting Guide

When approaching this tech to fight align your tech to the back. This tech has 1 external weapon at the front and the cab is exposed at the back. Approaching from the side runs the risk of hitting the battery which is value at the early stage of the game.
Unstable Version 0.7.5.6

**Version chronology**

**External links**

**Note**

* This build had a serious bug with block attachment. TT\_Unstable was rolled back to 0.7.5.5 pending a fix.

## New features / Content / Improvements

* Solar panels, shield bubbles and regen bubbles deploy more slowly, to prevent exploits in anchoring Techs near to enemies.
* Optimised the speed at which block Attach Points appear when building.

## Game Design Tweaks

* Modified the ending stretches of Venture Time Trial races to avoid accidentally crossing the start line again to trigger another race session.
* Anchoring Techs will be disabled if enemies are nearby.
* Large Techs will slow down the speed of rotating anchors.
* Solar Generators no longer store residual energy.

## Bug Fixes

* Fixed issue with tyre tracks not rendering properly sometimes.

## 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.
* Graphical issues with red projector on terrain when enemies spawn in.
* Markers for missions and bases when playing in 4:3 are offset slightly.
Tesla Base

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

  **XP Reward**: 5000
 **Block Bucks Reward**: 25000
 **Blocks Reward**:  ?

**Tesla Base** is a unique Grade 2 mission from Reticule Research.

## Synopsis

In this mision you meet with Atom in front of another laboratory in which the turrets have gone rogue again. It is up to you to destroy the shield generators and after that the turrets.

## Strategy

To avoid being destroyed you should watch the tesla coils on top of the turrets. When the electricity reaches the top of the coil it will shoot you when in the range of the coil. If not in range then the coil will shoot at max range toward you.

In the first room there are just 2 tesla turrets drive to the opposite side of the entrance and after that to the left past the second turret from there destroy the generator. When the generator is destroyed the tesla coils will stop shooting as the power of the turrets go down and the tesla coils need power to attack.

In the second room there are multiple tesla coil turrets together with some turrets from the Laser Laboratory. What you want to do here is stay to the left hand side and you should have an easy time getting to the generator then just destroy the turrets again.

The third room is a bit tricky but if you can pass the first tesla turret by staying on the left side you should see a small gap which you can go through after that you need to pass a tesla turret and then in a corner on the left there is the third generator once you destroyed that one try to destroy the turret with the Reticule Research Sonic Blaster by standing around the corner and shooting it, it will start shooting but can't rotate far enough to hit you. after that just destroy the rest of the turrets.

The fourth and final room looks hard but do not bring much new to the table. Just dodge the lasers and tesla bolts, after doing that for a bit another sonic blaster is around a corner, wait until it shot 5 times and then just drive besides it as it can't hit you when in a line next to it. Then destroy the generator at the end of the maze and destroy everything on your way back and go get your juicy loot.

You Will Get Tesla Coils As A Reward
Unstable Version 0.7.1.6

**Version chronology**

**External links**

## Design Tweaks

* Prevent player attaching the SCU to their Tech during the SCU mission.

## Art Tweaks

* Updated the Crafty Mike messaging image to match the current in-game Crafty Mike.
* Added clearer input and output indicators on the Hawkeye crafting blocks.

## Bug Fixes

* Fixed incorrect mission description for Master Harvester I.
* If the last player Tech is defeated, any open shop now automatically closes.

## 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 near the start of 2017. 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 0.7.9.5

**Version chronology**

**External links**

## Design Tweaks

* Achievements are now visible and can be unlocked.
* Big Pete now flies off at end of the GeoCorp license mission.
* Suzie Vroom now flies away at end of the Venture license mission.

## Bug Fixes

* Fixed issue with wheels jittering when idle, causing Techs to slide.
* Prevented crash when renaming Tech that is picked up and placed on ground.
* Fixed issue where blocks would be auto selected when opening the Inventory.
* Fixed problem with blocks not ejecting properly from crates.
* Fixed bug with Delivery Crate mission not starting properly sometimes.
* Fixed issues with Delivery Crates sometimes not opening.
* Localised “Add New Player” when creating a new profile.
* Localised buttons along bottom of multiplayer Find a Game screen.
* Fixed crash when entering R&D Test Chamber.

## 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.
Reticule Research Tesla Coil

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

 Discharges electrical energy to deal damage to nearby enemies - requires battery power to function.There's a handwritten note taped to the side of this thing. The note reads: "Puny weaklings! You've all done it now! You've pushed me way too far this time! You'll feel the wrath of my TESLA COIL! HAHAHAHAHA!" There's a postscript too. It says "Batteries not included. Reticule Research, a family corporation."

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

It has attachment point(s) and takes up 20 cell(s).

## Usage

The Tesla Coil has a couple of unusual attributes, most notably its energy consumption, extreme damage and pinpoint accuracy. With its electrical damage typing, Tesla Coils can be incredibly deadly to many conventional techs, as they can destroy blocks that aren't rubber or armor with terrifying ease while draining large amounts of energy each time it hits a shield. What makes it even better is how it automatically targets foes and only takes your power upon actually firing, meaning one only has to stay long enough under fire to land that critical shot. This attribute makes it ideal for autominer farms, where the placed facilities and your resource collector vehicles may come under attack. Explosive and ballistic weapons typically used to repel them may unintentionally destroy resource chunks or resource blocks, while the Tesla Coil will typically disintegrate them without causing too much collateral damage.

## Trivia

* The Reticule Research Tesla Coil is the only weapon block in the entire game that is limited by ammunition, and does not require an AI or player cab to function as it will passively attack hostile techs given if there is energy to spare.
* The Tesla Coil's ability to weaponize electricity is based on the Wireless Charger blocks' mechanics, which have the same cyan range indicator, consuming energy to fire bolts and supply energy on nearby allied techs.
* Due to a bug, the Tesla Coil is capable of damaging and destroying allied blocks, even those on the same tech, if the bolt hits a close target.
Version 0.5.20

**Version chronology**

**External links**

## New features / content / improvements

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

## Game Design Tweaks

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

## Bug Fixes

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

A rally-style headlight in a rugged casing that will handle the knocks and bumps of the trail with ease.

The **Venture Rally Headlight** is a lighting block. It generates a relatively focused orange tinted beam of light for night driving. It is comparable with the GeoCorp Small Floodlight, and the GSO Blinker Headlight.

It has 1 Attachment Point.

This block has 135 HP, and like all Venture blocks, can be crafted using a Venture Fabricator.

*Currently, large numbers of lights cause significant FPS drop. Until further optimizations go through, keep the number of lights to a minimum to reduce performance issues.*
Ridiculously Radical Block Re-Skin Competition

> *"Alright, in a time where our coders are wrapped up in all kinds of awesome stuff (multiplayer...etc) -- we're looking into supplying you guys with some cool as heck blocks that don't require any code support."*
>
>

Jamie Finch, the Ridiculously Radical Block Re-Skin Competition thread.

The **Ridiculously Radical Block Re-Skin Competition** was a TerraTech Forum community event that ran from 1/12/2017 until 6/12/2017. Its goal was to generate ideas for new block designs that required minimal to no new code development, since the coders were busy working on features at the time. Community members were encouraged to submit ideas for blocks that copied or combined existing functions with unique designs and/or statistics (a re-skin of an existing block.) Block suggestions that were deemed feasible and satisfactory were then introduced into the game, most of them in Stable Update 0.8 (although these had also been previously available later the same month in Team Death Match and Co-Op Creative during their preliminary introductions to the unstable branch.) Several other suggestions have since been introduced in later updates.

## History

**[1.3.1.1]** Fixed issue causing the Venture Hurricane Track to have trouble driving in a straight line.

**[1.0.3.3]** The EXP Flying Fortress Hover Pad is graduated to Hawkeye grade 2. The EXP Hunter Railgun is graduated to Hawkeye grade 3.The EXP Dual Auto Cannons is graduated to Venture grade 3.The EXP Sonic Lance is graduated to Venture grade 2.

**[1.0.0.2]** The EXP Sonic Lance, the EXP Hunter Railgun and the EXP Dual Auto Cannons are added to the R&D Pack.

**[0.8.1.2]** Increased the rotation speed of the Hawkeye Zeus Laser Cannon.

**[0.8.0.1]** Fixed an issue with the Hawkeye Zeus Laser Cannon not firing correctly when aiming in some directions.

**[0.7.9.3]** Increased the damage and projectile velocity of the Hawkeye Zeus Laser Cannon but reduced rate of fire.

**[0.7.9.1]** Blocks introduced to tt\_unstable\_mp branch are added to the usual tt\_unstable branch.The EXP Flying Fortress Hover Plate and EXP AA Repulsor Cannon are added to the R&D Pack. Increased the damage, and fixed recipe errors of the Hawkeye Zeus Laser Cannon.

**[tt\_unstable\_mp]** Many blocks suggested in the **Ridiculously Radical Block Re-Skin Competition** are added to multiplayer modes.

**[6 DEC 2017]** The **Ridiculously Radical Block Re-Skin Competition** is closed and its thread is locked.

**[1 DEC 2017]** The **Ridiculously Radical Block Re-Skin Competition** is announced and its thread is posted.
Version 1.0

**Version chronology**

**External links**

## Intro

Well, here we are. This update marks the end of TerraTech Early Access. We've come a long way over the past 4 years of development and are very happy to release what we're calling version 1.0 out into the world. Of course, as you saw in our Future of TerraTech post yesterday, this is just another step on the road of TerraTech's journey - but a very important one that we're all proud to be taking.

Enjoy the game, tell your friends, destroy them in multiplayer and discuss what kinds of awesome designs you will be making once we release Co-Op Creative to the world. We'll see you there!

(Patch Notes will come when posted.
Venture Front Spoiler

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

 with this thing your tech look like an F1 car and works as a spoiler.

The main usage for this block is to create downforce for the front of your tech, usually to add more grip to a speedy ground vehicle. It can also be rotated to create lift, which can be useful for building planes and small drones.
Venture Mobile SCU Storage Device

This SCU Storage Device can be used whilst on the move, it does not need to be anchored. It does take a little bit longer to pick things up and has a shorter range than the anchored one, but it's still pretty convenient.

The **Venture Mobile SCU Storage Device** is a grade 3 Manufacturing block manufactured by Venture. Like all Venture blocks, it can be crafted with a Venture Fabricator.

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

## Usage

The Venture SCU is a highly valuable asset to the player, not only able to snatch blocks quickly but also voids the long heat-up time faced by most other SCUs. This makes salvaging absurdly easy as the player is able to effectively take blocks just by moving around. While costly and outclassed by its BF counterpart in both range and health, it remains competitive with its unparalleled retrieval speed and short startup time.

The range issue on bigger techs can be compensated with strategically placed magnets and a GeoCorp Magnet Switch.

## Trivia

* In extreme irony with its description, it takes much less time to retrieve blocks compared to other SCUs.
* It has the shortest charge-up time and range out of all SCUs.
* Like all other SCUs, it may have a sprite glitch where the singularity is powered and floats properly, but the unpowered singularity also appears beneath it.
* it is the first mobile SCU in the history of TerraTech, and the only one of it's kind before its Better Future counterpart is introduced.
* Its recipe is identical to that of the Better Future Mobile SCU. It also takes up the same amount of space, so they can be considered mostly interchangeable.
* The "anchored one" in its description may be referring to either unseen anchored Venture SCUs or the GSO, GeoCorp and Hawkeye ones.
Venture Little Stud Pulse Booster

A powerful pulse booster jet in a small package.
The Little Stud Pulse Booster system was created by a Metal Machinist known as Big Will McDonald. McDonald's breakthrough came whilst working on the Space Fill project, the idea was to avoid polluting the Earth by forgoing landfills in favour of blasting waste materials into outer space. The original problem was the expense of the process, it simply didn't make economic sense to pay for the fuel required. However, thanks to the combined breakthroughs of Oleite self-replenishing fuel tanks and McDonald's super efficient pulse booster technology, which many have described as beyond effective, we no longer have to worry about the vast amounts of mess and wastage we produce as a species. We're now safe in the knowledge that we can just shoot it away into space for someone else to worry about!

The **Venture Little Stud Pulse Booster** is a grade grade Flight block manufactured by Venture. Like all Venture blocks, it can be crafted with a Venture Fabricator.

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

## Usage

The little stud pulse booster is expensive, and can be considered a superior counterpart to the Venture Little Slipstream booster due to the much higher thrust power for its size. It still suffers the problems from the aforementioned booster, which leaves a tech's backside as the only appropriate attachment locations. It is also prone to pushing light techs with too much force that they lose control and must be properly balanced with spoilers and gyros.

## Trivia

* Unlike other Boosters, the block image depicts the nozzle facing backwards to the camera.
Venture Scrapper

A Venture Scrapper, reduces Venture blocks to their component resources.

The **Venture Scrapper** is a grade 3 manufacturing block manufactured by Venture. Like all Venture blocks, it can be crafted with a Venture Fabricator.

It has 5 attachment point(s) and takes up 12 cell(s).

## Usage

Like all Scrappers, most of it's usage concentrates on transforming blocks into their makeup resource/component chunks. However, this specific model is very versatile in crafting thanks to the Venture Resource Blocks containing only 8 chunks each. With this in mind one can easily control the amount of resources they use in crafting and greatly ease their efforts in transporting them. This makes the Venture Scrapper a key addition to players who want to focus on such practices. But other than that, it's just something that lets you sell Venture blocks.
Unstable Version 0.7.4.8

**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

* Doubled the amount of basic blocks available in shops.
* Once the SCU has been anchored, the player inventory is available from that point onwards, regardless of whether any SCU is anchored.
* Temporarily disabled some of the new Mountain sub-biomes that were proving tricky to navigate; these will be re-enabled again at a later date
* Tuned the F1 wheels.

## Art Tweaks

* Various tweaks to the biome height-map generators and environment parameters.
* Added signs to the R&D Test Chamber Stunt Rings to explain what type of challenge they are.

## Bug Fixes

* Fixed enemies and missions spawning on top of scenery.
* Grassland Biomes are now safe from Invaders again.

## Known 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.
* 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.
Version 0.5.18

**Version chronology**

**External links**

Welcome to TERRORTECH!
So it’s that spooky time of year again folks, and boy have we been working hard to bring you a very special, never before seen update to TerraTech (or should we say, TERRORTech!)

The new update features some exclusive seasonal blocks (which you can see here - http://terratechgame.com/terrortech-is-here/) to play with along with some very special TerraTech Halloween music...and some spooky surprises.

So what are you waiting for? Come get eerie with us!

**Note:** With it being all spooky and night-like – the solar generator will not power up at the start of the mission. When you are prompted to enter the bubble and heal up – move next to the solar gen (as if the bubble was powered) to progress the mission.

## New features / content / improvements

* Added new block to main game: Pumpkin hat
* Added new block to main game: Jack Septic Eye hat (spotlight)
* Added new block to main game: Devil horns hat
* Added new block to main game: Witch hat
* Alternative game mode: TerrorTech
* GSO Cab pumpkin skin for game mode TerrorTech
* Corporation change GeoCorp Cab Armor Plate to GSO Cab Armor Plate
* Corporation change GeoCorp Small Armor Plate to GSO Small Armor Plate
* Corporation change GeoCorp Medium Armor Plate to GSO Medium Armor Plate
* Corporation change GeoCorp Large Armor Plate to GSO Large Armor Plate

## Art Tweaks

* Model revisions for GSO Cab Armor Plate
* Model revisions for GSO Small Armor Plate
* Model revisions for GSO Medium Armor Plate
* Model revisions for GSO Large Armor Plate
Version 0.5.17

**Version chronology**

**External links**

## Game Design Tweaks

* Lasers now target the ‘most central block’ of an enemy Tech instead of the centre of the Tech’s bounding box.

## Bug fixes

* Fixed bug with game saves from version 0.5.15 that contain certain blocks not loading properly.
* Fixed bug with Invaders not spawning correctly.
* Fixed bug with resources from Refinery not going onto conveyors.
* Fixed bug with Small Foundry in certain base designs not taking resources in.

## 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 a Unity update to fix this).
* The waypoint marker for the Solar Generator doesn't disappear once it's been collected.
* The Delivery Cannon shouldn’t open up when attached to a moving Tech.
Reticule Research Zero Point Energy Gun

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

 The Reticule Research Zero Point Energy Gun fires a sticky energy projectile. When it hits a target, it will hold in place and the project a temporary gravity distortion bubble. Everything inside the bubble will experience zero gravity.

The **Reticule Research Zero Point Energy Gun** is a grade 2 Weapon block manufactured by Reticule Research. Like all Reticule Research blocks, it can be crafted with a Reticule Research Fabricator.

It has 4 attachment point(s) and takes up 8 cell(s).

## Usage

The Zero Point Energy Gun fires a purple projectile that sticks to whatever surface it hits first and disables gravity in its area of effect. This affects blocks, entire techs & projectiles.

Its main usage is to safely disable enemy techs' movement from a distance, making them vulnerable to allied weapons. The slow reload time, rotate speed & velocity, however, makes it better off against larger techs.

## Trivia

* It is the only block capable of generating anti-gravity fields without consuming electricity.
* The name is a reference to Half-Life 2's Gravity Gun which is also known as the "**Zero Point Energy Field Manipulator**"