recursal/Fanatic-Fandom huggingface dataset:
Unstable Version 0.7.7.2

**Version chronology**

**External links**

## New Blocks

* Added 9 new GeoCorp Bumper Blocks. This set of blocks can be used to make strong Bull Bars, Bumpers and Rams.
* GeoCorp Half Block.
* GeoCorp Half Corner Block.
* GeoCorp Long Half Block.
* GeoCorp Behemoth Wheel - which is now the biggest wheel in the game.
* GeoCorp Anchored Delivery Cannon Block.
* EXP Anchored Plasma Furnace Generator Block (R&D Test Chamber only).

## Big Pete

* Updated the GeoCorp License mission in which resources must be gathered and delivered to a new NPC.
* Added new “Find Delivery Crate” missions for all corporations; these missions task the player to find a delivery crate within an area marked on the radar; if not found within the time limit, an enemy Tech arrives to guard the crate and must be defeated.

## Game Design Tweaks

* Payload terminals in Campaign mode now stock an unlimited amount of each block already discovered; as a result, they are only unlocked when maxing out the license of the corporation they belong to.
* Added visualisation for XP earned when defeating enemy techs.

## Audio

* Added sounds for Tech anchoring. Makes it more obvious when a Tech can’t anchor.
* Added sounds for sending to and loading Techs from inventory.

## Bug Fixes

* Fixed crash caused by corrupted snapshots. This solves the crash, but does not recover the snapshot file.
* Fixed issue where the inventory was unlocked too early in Campaign mode.
* Removed the Venture Terminal from Suzie Vroom to prevent interaction with it.

## 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.
Unstable Version 0.6.0.2

**Version chronology**

**External links**

## Game Design tweaks

* Re-added the ability to sell blocks via Trading Stations.
* Delivery Cannons now only sell resource chunks.
* Blocks can now be held in GSO Silos again.
* Conveyors now only hold resource chunks.
* Reduced refinery from grade 3 to grade 2 to fix refinery mission.
* Increased the chance of enemy population spawns to have new or undiscovered blocks.

## Bug Fixes

* Fixed Refinery mission being uncompletable during GSO Grade 2.
* Fixed GSO Scrapper not accepting blocks.
* Fixed Scrap Magnets not picking up loose blocks nearby.
* Fixed dispensers potentially not holding onto their items properly.
* Fixed issue where forum sign up screen would get stuck when entering R&D.
* Prevented filters from accepting blocks.
* Fixed the issue that made GSO Cabs cost 0BB.
* Fixed game save thumbnail being blurry.
* Fixed SCU trying to pick up resources.

## Known Issues

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

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

Community
We are currently maintaining 3,078 pages (855 articles)!
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TerraTech dev feed

* Patch Notes – Update 1.5.4 2023/12/20 16:32

* Console Update – Patch Notes 2023/11/16 10:57

* Patch Notes – Steam Update 1.5.3 2023/11/16 10:39

* An Update on Update 1.5.2 2023/09/11 11:24

* Co-op Crafting Discord Q&A with Django 2023/06/13 14:53

* TerraTech Development Update 2023/05/23 10:05

* Circuits & Systems Release Notes – Update 1.5 2023/04/27 15:00

* Circuits & Systems FAQ 2023/04/25 10:46

* Patch Notes – Steam Update 1.4.26 2023/02/27 18:16

* Circuits & Systems – Value Blocks 2023/02/14 18:23

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Game information
**Early Access available now:** Direct  •  Steam

**Current Stable version:** 1.0 (10 August 2018) | Release notes
**Current Unstable version:** 0.8.2.4 (8 August 2018) | Release notes

Crafting
 Blocks
 Resources + Refining
New player guide

Featured images
mw.loader.load('ext.slideboxlightshow');*

Featured video
GeoCorp Straight Plasma Cutter

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

 A heavy mining plasma cutter tool. This will torch any substance in a matter of seconds.
The Plasma Cutter, mining grade energy tool was developed by a molecular biologist, Dr. Chrii Von Vieh of the Germland Institute in Scotmany. Dr.Chrii's other notable achievements include the discovery of an anthrax antidote, the so called, Black Lipid Bilayer- technique. His original intent for what became the Plasma Cutter was to build a beam tool that could repair liver cells damaged by the Chriillings Virus (which he also first identified). However, he got a few wires crossed and instead created an incredibly powerful and destructive energy weapon. Dr.Chrii's comments on record about his beam tool were "Meh, I guess that's close enough."

The **GeoCorp Straight Plasma Cutter** is a grade 1 Weapon block manufactured by GeoCorp. Like all GeoCorp blocks, it can be crafted with a GeoCorp Fabricator.

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

## Usage

The Straight Plasma Cutter is an unusual mining tool, compact but with a much greater effective range that reduces the risk of contact. With its high damage and availability in the early game, it can be dangerous to enemy techs while disintegrating even rocks in a matter of seconds.

The only disadvantages of the block lie in how it may not be able to hit targets of different elevations (most commonly rocks) and mandatory placement exposing it to enemy fire.

## Trivia

* "Germland" and "Scotmany" are parodies of Germany and Scotland, respectively.
Unstable Version 0.7.3.6

**Version chronology**

**External links**

## New features / content / improvements

* Various frame rate optimisations including how resources are stored in Silos and move along Conveyors.

## Game Design Tweaks

* Blocks:
	+ Adjusted the suspension for the GSO Stabiliser Wheel to make it less bouncy.
* Trading Stations:
	+ Added a single GSO SCU Storage Device to the list of blocks that always appear for sale in the Trading Station and Terminals, once the SCU has been unlocked. (Some players were struggling to regain a SCU after it was destroyed.)
* Missions:
	+ Increased the encounter radius for most missions, meaning they will spawn further apart from each other.
	+ Set most missions to ignore scenery when choosing a place to spawn, meaning there are many more options to successfully space encounters away from each other.
	+ Set most missions to destroy the nearby scenery when the Techs arrive by Payload Bomb.
	+ Renamed the GeoCorp Grade 2 Harvesting Missions to reflect which resources they are asking you to collect.
	+ Made it a requirement that you unlock the Auto Miner in the Crafty Mike mission before being offered any harvesting missions for which you will need an Auto Miner.
	+ Decreased the amount of Chunks needed to complete the Rubber Harvest Mission and increased the amount of Chunks needed for the Harvest missions that focus on Auto Mined resources.
	+ Restructured GeoCorp Grade 2 Harvest Missions to start with easy to find resources and end with harder ones, after the Auto Miner has been unlocked.

## Art Tweaks

* Rodite seams are now the same colour as rodite chunks.

## Bug Fixes

* Tech sounds no longer play while the game is paused.
* Fixed incorrect message playing when driving away from the Solar Generator while holding the Repair Bubble.
* Carbite seam in Salt Flats rocks now disappears once it’s completely mined out.
* Fixed up GeoCorp Techs in the population that had issues because the Digger Scoops now take up more space.
* Fixed repeating message in Forum Registration confirmation message.

## 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 0.7.4.12

**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

* Disabled feature to Save Tech Blocks to SCU and Load Snapshot Techs from SCU in run up to the pending stable update. The feature needs a bit more polishing before we’re happy to release it to the stable branch.
* Increased the passive braking of the Hawkeye Single Wheels.

## Bug Fixes

* Fixed player being initially spawned on top of scenery in Campaign and Creative modes.
* Fixed issue of Techs not being anchored when spawned from SCU.
* Fixed bug where revising position of anchored Tech stops anchoring if you try to anchor it on something invalid like a rock or a tree.
* Fixed progress blocker due to shop window not appearing on Striking Out mission.
* Fixed incorrect appearance of the columns in the Pillars biome.
* Techs are now prevented from moving up the giant artefacts via the Build Beam.
* Fixed enemies spawning on top of scenery.
* Prevent Fabricator and Component Factory select menu scrollbars from becoming inactive.
* Improved frame rate stutters in R&D Test Chamber.

## 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.
R&D Chamber

The **R&D Chamber** is a game mode given the R&D Pack. It is a sandbox area for building and testing techs.

## Features

In this area, the player has access to an unlimited amount of all the blocks in the game and ability to switch techs to enemy and back similarly to a Creative Mode, however there is no regular enemy spawning or damage/enemy settings in R&D. Instead R&D provides free speedometer and altimeter for techs of any composition and several test structures, such as Speed Test, two weighting platforms, and DPS Test Cube, crafting station with quickly respawning resource nodes, access to all in-game race courses, Points of Interest, etc.

R&D Chamber also provides the samples of biomes variants, however they are quite small, while the most of the ground in the R&D Chamber is perfectly flat, good for planning bases and testing the speed of techs. The ground is covered in a grid pattern, where each square is 4 blocks across.

## Trivia

* Earlier version had featured "Block Painting" block dispensers, that provided blocks unobtainable though regular GUI.
Payload Terminals

**Payload Terminals** are accessory blocks used to purchase all blocks from the corporation that manufactures it. Their menu is accessed with a right-click and they must be anchored to function, a feature all variants possess.

Payload Terminals function similar to Trading Stations' shops with identical costs. However, Payload Terminals have a much larger selection of items to choose from, namely the entire pool of the corresponding corporation's blocks with infinite stock. Undiscovered blocks cannot be purchased (can be discovered with crafting and crate drops), and certain blocks exclusive to DLCs cannot be brought from them, as only trading stations may stock these.

Purchased blocks will simply spawn near the payload terminal. For example, if the Terminal is far from the ground, the block spawns mid-air close to the terminal before it starts to drop.

## Notes

* The Terminals' crafting composites are identical: One of each exotic component. Thus, while expensive, it is possible to craft terminals from other corps by purchasing several terminals before scrapping and re-combining them with the desired corp's fabricator.
* Crafting all Payload Terminals will reward the player with the "Factorious" achievement.

## Trivia

* Payload Terminals are presumably a reference to Payload Studios, the organization developing the game.
* Payload Terminals are the only accessory blocks that require anchoring to function.
* When deployed, each terminal plays a unique animation. This does not happen when the terminal is unanchored.
Unstable Version 0.7.8.4

**Version chronology**

**External links**

## New Features / Content / Improvements

* Increased the damage dealt by all melee weapons.
* Improved handling for GSO Dirt, Venture Zoomer and Hawkeye Bike Wheels.
* New Blocks. See Steam release notes for more details.
	+ Hawkeye Fixed Anchor
	+ Hawkeye Rotating Anchor
	+ Venture Fixed Anchor
	+ Venture Rotating Anchor
	+ GSO Combat Shotgun
	+ Venture Contact Shotgun
	+ GSO Missile Battery
	+ Hawkeye Small Jet Engine
	+ GSO Skirting Block
	+ GeoCorp Skirting Block
	+ Venture Skirting Block
	+ Hawkeye Skirting Block
	+ EXP Big Man Bomb
	+ EXP Ramp Small
	+ EXP Ramp Medium
	+ EXP Ramp Large
	+ EXP Platform
	+ Special Rudolf Red Nose
	+ Special Reindeer Antlers
	+ Special Roast Turkey
	+ Special Blue Bauble Deely Bopper
	+ Special Silver Bauble Deely Bopper
	+ Special Gold Bauble Deely Bopper
	+ Special Green Present Deely Bopper
	+ Special Red Present Deely Bopper
	+ Special Silver Present Deely Bopper
	+ Special Figgy Pudding Deely Bopper
	+ Special Star Deely Bopper
	+ Special Robin Deely Bopper
	+ Special Christmas Tree

## Known Major Issues

* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
* Using “Return to Checkpoint” in R&D Test Chamber can cause dispensers and bases to be displaced.
Reticule Research Talon Laser

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

 The Talon Laser is an incredibly powerful continuous beam weapon. The instructions on the side say "WARNING, DO NOT SHINE THIS LASER DIRECTLY INTO EYES. RISK OF BLINDING." and "WARNING, THIS LASER HAS A TENDENCY TO BECOME SELF-AWARE AND GO HAYWIRE" followed by "Please enjoy the Talon Laser. Always wear goggles whilst operating. Please send any feedback or comments you have on the back of a postcard to Reticule Research, PO Box F4K 34D DR355. Reticule Research, a family corporation."

The **Reticule Research Talon Laser** 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 5 attachment point(s) and takes up 18 cell(s).
Scrappers

**Scrappers** are a group of production blocks that are manufactured by each corporation. They are used to dismantle blocks from a specific corporation that the specific Scrappers corresponds to, into resource chunks or components.

Scrappers allow the player to recycle non-needed blocks, and either turn them into some other blocks via crafting or sell the ingredients for Block Bucks through Delivery Cannons. As a production block, they have their own anchor, and must be attached to an anchored tech for it to work.

Scrappers can be used to "unpack" Compacted Resource Blocks, that are used for the long-term resource storage.

Scrappers also provide an alternative to mining resources, since blocks are reliable in their output. For example, quite abundant GeoCorp structural blocks and wheels reliably output titanite, which is not available from the seams and not renewable by other means, and almost all weapons output either Carbite Ore or components manufactured from it, which can be used for other weapons or other important blocks.

Block Magnets can feed into Scrappers, given that they are in the scrapper's range and there is no SCUs in the vicinity, which take over the priority.

Scrappers can store up to 10 blocks in their input port and 2 additional blocks inside (one scrapped, one ready for scrapping) totalling 12 blocks, making them competitive means of storage, that outperforms GSO Mixed Lotsa Silo, using compacted resource blocks. However, full 10-stack can be easily knocked out during the movement.

There are six variants of Scrappers, currently:
Unstable Version 0.7.4.5

**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.

## Bug Fixes

* Fixed bug when player's Tech is destroyed that caused a crash instead of the respawn Tech panel appearing.

## 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.
* 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 0.7.7.6

**Version chronology**

**External links**

## Bug Fixes

* Fixed various right-click menus and functionality not working on allied Techs.
* Fixed unresponsiveness when right-clicking the filter without selecting the correct option during Crafty Business III.

## 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.
Unstable Version 0.7.4.9

**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

* Techs loaded from SCUs now spawn with empty batteries.

## Art Tweaks

* Prototype 5th Biome resource givers replaced with final harvestable versions.
* Further polish to the biome height maps.

## Bug Fixes

* Fixed issue where a large player Tech could encounter a small Trader Troll.
* Fixed SCU mission marker not appearing on the radar.
* Fixed issue where mission Techs could be placed into the SCU.
* Fixed mission blocks being picked up by the SCU and Scrappers on reload part way through the mission.
* Invaders should no longer spawn near any missions.

## 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.
Solar Panels

**Solar Panel** are a group of power blocks that are manufactured by 4 out of 7 corporations. They are used to produce power during daytime while anchored.

Solar generators take ~2 seconds each to extend their panels to begin generating power. They do it sequentially, which provides a penalty for having a lot of those blocks simultaneously.

The Solar Panels can function in any orientation, given the tech is anchored by something else. They will work at full efficiency as long as it's daytime.

There are four variants of Solar Panels, currently:

esv
Better Future currently has the most effective Solar Panels for a couple of reasons:

* GSO takes half the space, but produces a little less than half the power. Otherwise it boils down to accessibility and adaptability, as it also has an anchor.
* GeoCorp produces about the same amount while using double the space.
* Hawkeye produces slightly less power taking slightly less cells, but it is a slightly harder shape to fit on your tech.
* Some charging times as of 1.15.0.2 (Charging a GeoCorp Battery Pack, one solar panel used):
	+ 1. [1m:8s] GeoCorp
	+ 2. [1m:15.5s] Better Future
	+ 3. [1m:25s] Hawkeye
	+ 4. [2m:50s] GSO
* Meaning in comparison:
	+ GeoCorp 2.5x GSO
	+ Better Future 2.25x GSO
	+ Hawkeye 2x GSO
* Leading to believe the energy rates are:
	+ GeoCorp: 208.333/s or 12,500/m
	+ Better Future: 187.5/s or 11,250/m
	+ Hawkeye: 166.667/s or 10,000/m
	+ GSO: 83.333/s or 5,000/m
Reticule Research Pioneer Cab

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

 Reticule Research's signature cab, perfect both for aspiring scientists and reluctant test subjects. Internal power storage included.

The **Reticule Research Pioneer Cab** is a grade 1 Control 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 ? cell(s).
Unstable Version 0.6.0.1

**Version chronology**

**External links**

## New features / content / improvements

* Added several new blocks to the game:
	+ Venture Zero G Hover Plate
	+ Venture 5-way Steering Hover
	+ Venture Payload Terminal
	+ Venture Delivery Cannon
	+ Venture Conveyor
	+ Venture Receiver
* Added Danish to the language selection.
* Updated translations from the TT Translator team (many thanks to Moisés, Olivier, Stig, Viktor, WastedRhino and Zwip-Zwap Zapony for the recent translation updates).
* Added Lemon.

## Game Design tweaks

* Reduced torque on all Venture wheels, except the landing gear, which has a slight power increase. Venture wheels are a bit easier to control now, with little loss of speed.
* Re-added the Foundry and Grades 3, 4 and 5 Fabricators temporarily until we complete the change over to the single fabricator crafting system.
* Increased thrust of all boosters, but also increased fuel burn rate.
* Decreased refill rate of all fuel tanks by a tad.
* Balanced the Venture wings to be less twitchy (flap angles and lift power).
* Reduced the corrective power of the Gyro by half (you can add more of them to restore back to same power as before).
* Temporarily re-added the GSO Large Receiver to the game.
* Permanently re-added the GSO, Venture and GeoCorp Fixed Light blocks to the game.
* Updated Venture wheels - lowered their turning speed and torque to make them more manageable whilst maintaining their higher acceleration and top speeds.
* Updated the Recipe Table and Block Unlock Tables:
	+ Moved GSO Cow Catcher to 3
	+ Moved all non-GSO Refineries to Grade 2
	+ Moved GSO Refinery to Grade 3
	+ We will be keeping the GSO Silo 212 instead of the Silo 111 which will be phased out.
	+ GSO Shield moves to Grade 2, it will soon also be removed from the starting craters.
* Expanded basic set of blocks for all grades to be more of a treat when upgrade happens and to allow the enemy population more blocks to use.

## Art Tweaks

* Added projector onto terrain to show where Techs are about to land before they fall from above.
* Various blocks have been optimised for performance.
* Visual tweaks have been made to some GeoCorp blocks to bring them up to par with the newer blocks.

## Bug Fixes

* Extended cab vision range all around, eradicating the blind spot behind cabs where guns would not aim.
* Updated the Flamethrower effect to reduce blowback when moving at faster speeds.
* Fixed issue with Geothermal Generator not working at night.

## 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.
New player guide

This is a walkthrough guide, for players that are new to the game. The guide will walk players through step-by-step.

## Initial game configuration

After launching the game for the first time, a window will display asking for configuration settings, with a tab for graphics and another for Input.

* **Graphics** - For players with a good graphics card, select the highest settings. Otherwise, select the minimum. These settings can be changed later for a faster frame rate or a better picture.
* **Input** - Ignore this. These settings have no connection to the game, and do not work. All available settings are found within the game itself.

After the settings have been adjusted, click "Play!" to launch the game.

Various text will show on the screen, including the current version. Steam versions are more up to date than most Humble bundle versions, due to difficulties with updating the Humble versions.

New players will receive a prompt asking for their player name.

## Main menu

* **Profile** - Below the Title Screen, allows you to select accounts in the game to play. Tech Data saved by you or Invaders sent by you will also have that account's name.
* **New Game** - Opens a menu with four (five, if you own the R&D DLC pack) options to choose from.
	+ **Challenges menu** - Sumo and Gauntlet can be found within the Menu.
* **Continue Game** - Play the last save game (Option only displays if a save is available and not in version conflict)
	+ **Load** - Load the saved files from your computer.
* **Options menu** - Sound, controls, graphics, and camera options
* **Exit** - Close program to desktop

## Game help

* Frequently Asked Questions Updating, R&D packs etc. Go here for basic explanations of things about the game, rather than gameplay stuff.
* Gameplay tips how to get started and get things done.
* Disaster Recovery Argh, help! Stuck? Go here.
* Pro-tips Explanations of some of the odd things in the game, and how to do some clever things.
* How To Build How to construct Techs to solve specific problems.
* Gameplay Changes How things have changed in the latest build, and things to be aware of.
Race Against Time

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

**Race Against Time** is a grade 3 mission assigned by GSO.

## Synopsis

The Venture Corporation is interested in the player's driving skills and are willing to grant them a license if they pass. The player then takes up and completes the challenge posed and successfully completes it.

## Strategy

The race track is not very hard, being a time trial under 60 seconds. However, this also means that a lighter tech with some off-road capabilities is required. At this point the player should try to craft some GSO Bumper Wheels or Muddy Dog Wheels, as they have good performance off-road and yet are faster than GeoCorp's wheels. The chassis should not be complex. Just some GSO Tetrox Booster Jet as extras and fuel tanks if they are needed. The track itself is not very complicated - The red lines are the borders and the race will be failed if one either runs out of time, or goes out of bounds. However, it can be restarted easily by going through the gates again. Enemies may become an issue if they are too close to the track, so one should either move far enough for them to despawn before coming back, or dispose of them before starting the race.

## Trivia

* This is the only appearance of Suzie Vroom.
* This mission does not appear in co-op campaign as all Venture racing missions are removed. Instead, when accepted in multiplayer, the player gets the Venture License instantly.
	+ This also makes Suzie the one of the two NPCs that does not appear in co-op. The other is Crafty Mike.
* This track can be done as many times as one wants, as it will stay even after the end of the mission.
	+ Additionally, the track is available in the RND Labs. The description states that it is specifically designed to test Venture recruits.
Unstable Version 0.7.3.8

**Version chronology**

**External links**

## Art Tweaks

* Tilted Rodius, Oleus and Fibron capsule resource chunks so the rotation on them in silos is apparent.
* Cleaned up GeoCorp Anchor Fixed mesh.

## Bug Fixes

* Fixed bug with resource deposits not being their correct state.
* Resolved crash when searching for Twitch streams.

## 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 0.7.1.4

**Version chronology**

**External links**

## Design Tweaks

* Renamed 2nd part of the Trading Station mission to "Shopping For Parts."

## Bug Fixes

* Fixed crash bug when loading game saves from particular older builds.
* Fixed display of Snapshot screen to appear correctly in non-16:9 aspect ratio screen sizes.
* Fixed progression blocker when dragging wood onto filter during Crafty Business III 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 0.5.18.3

**Version chronology**

**External links**

## Game Design Tweaks

* Changed Harvesters to Guard behaviour for Woodstock and Zapper siege missions to stop them from all running too far away (they’ll become Harvesters again once they’ve learnt to behave themselves).

## Bug Fixes

* Fixed various crash bugs.
* Fixed bug when continuing a saved game after killing Tony prevents the Solar Generator objective from initialising properly.
* Fixed bug when continuing a saved game after getting the Solar Generator and before maxing Grade 1 causes 2 Trading Stations to spawn.
* Fixed exploit with resources being dragged over base blocks that consume resources but the resource is not actually dropped into the base block.

## Known Issues

* Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
* Full screen does not work properly (requires us to implement a Unity update to fix this).
* The Delivery Cannon shouldn’t open up when attached to a moving Tech.
Standard

*This **disambiguation** page lists articles associated with the same title.*

**Standard** might refer to:

* **Standard Blocks** - the basic category of blocks, either structural or armour.
* **Standard Health** type of blocks, that receives 100% of damage regardless of Weapon's Damage type.
* **Standard Damage** type of blocks, that deals 100% of damage regardless of Block's Health type.
Unstable Version 0.5.22.4

**Version chronology**

**External links**

## New features / content / improvements

* Improved positioning of Tech description pins.
* Added tooltips to the Inventory panel.
* Added warning when the SCU Storage block is attacked.

## Bug Fixes

* In build mode, mapped the mouse scroll wheel back onto camera zoom in and out.
	+ The held block is still being incorrectly rotated.
* Fixed bug where you couldn’t pick up blocks when camera is under the terrain.
* Fixed bug with attaching block to itself whilst holding alt.

## Known Issues

* SCU Storage block related bugs:
	+ The block palette is not positioned correctly on the screen in non-16:9 resolutions (in 4:3, it’s not possible to open the block palette manually).
	+ 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.
* 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.
Ice Cream SSundee

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

 None

The **Ice Cream SSundee** is a hat block. A unique way to keep your Tech cool and prevent it from overheating.

## Background

Ice Cream SSundee is in reference to the content creator, SSundee, who was an early promoter of the game.

## References

1. ↑ Youtube.com/user/SSundee, SSundee's main media outlet; Youtube (a Google service / Alphabet Inc.).
Unstable Version 0.7.0.5

**Version chronology**

**External links**

## Game Design Tweaks

* Added pickup time delay to GeoCorp and Venture Scrappers.

## Art Tweaks

* Updated Crafty Mike’s head and message box portrait.
* Added particle effect to blocks waiting to get picked up by Scrappers.

## Bug Fixes

* Various crash bug fixes.
* Stopped conveyors updating when taking a Tech snapshot.

## 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 0.6.5.6

**Version chronology**

**External links**

## New features / content / improvements

* Radar now displays up to the three closest player bases at long range, to make them easier to find.

## Game Design Tweaks

* Decreased the load bearing strength of the Hawkeye Tank Tracks (Grade 3).
* Increased the speed of the Hawkeye Tank Tracks (Grade 3).
* Removed Hawkeye Landing Gear block.
* Reintroduced the Hawkeye Laser Targeting block.

## Art Tweaks

* Added new Hawkeye bullets and shell casings.
* Added proper 3D assets for the missile blocks.

## Bug Fixes

* Removed second speedo from Gauntlet and fixed the timer scaling issue.
* Fixed issues with Delivery Cannons not animating when they deliver chunks.
* Fixed intermittent crash on attaching or removing blocks.
* Fixed an issue with the ‘Back’ button being misplaced in some cases when playing in 4:3.

## Known Issues

* Twitch stream integration is currently not working as a result of an API change on their end.
* Graphical issues with red projector on terrain when enemies spawn in.
* Some radar markers may point towards things that are missing in the world.
* Some arrows in certain base designs incorrectly point in the wrong direction.
* Geothermal Generator is fixed, but state of terrain does not save, so vents can disappear once the generator is placed on top of them.
* Markers for missions and bases when playing in 4:3 are offset slightly.
Unstable Version 0.5.20.3

**Version chronology**

**External links**

## New features / content / improvements

* Updated translations from the TT Translator team.

## Bug Fixes

* Fixed AI bug that causes Techs to remain stationary.
* Fixed AI bug that causes Techs to get stuck and twitch when facing a mining resource.
* Fixed bug with not being able to buy EXP blocks from the Payload Terminal.

## 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.
TerraTech Wiki/ru

Об игре
*TerraTech* это песочница с открытым миром от Payload Studios. Это история о том, что Земля сражается с переизбытком населения и проблемами с экологией, а приносящие доход многонациональные корпорации выдвигают идею о поиске и колонизации новых планет.
Ваша работа заключается в том, чтобы вести оккупацию, создавать приспособления и транспортные средства из множества различных частей, некоторые из которых будут отобраны у других. Вы должны собирать ресурсы на новой планете, для отправки их на Землю, что означает, что, помимо отслеживания ресурсов планеты, вы также окажетесь в схватке с врагами, расчищая путь для вашего флота, чтобы доминировать на планете.
У каждой битвы есть трофеи: Новые запасные части и оружие могут быть отобраны у других искателей приключений, или созданы из полезных ископаемых и ресурсов, которые вы найдете, а также, путем тестирования новых технологий или открытия новых чертежей, вы можете еще больше повысить возможности своего флота.

Сообщество
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TerraTech Твиттер

* Patch Notes – Update 1.5.4 2023/12/20 16:32

* Console Update – Patch Notes 2023/11/16 10:57

* Patch Notes – Steam Update 1.5.3 2023/11/16 10:39

* An Update on Update 1.5.2 2023/09/11 11:24

* Co-op Crafting Discord Q&A with Django 2023/06/13 14:53

* TerraTech Development Update 2023/05/23 10:05

* Circuits & Systems Release Notes – Update 1.5 2023/04/27 15:00

* Circuits & Systems FAQ 2023/04/25 10:46

* Patch Notes – Steam Update 1.4.26 2023/02/27 18:16

* Circuits & Systems – Value Blocks 2023/02/14 18:23

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Игровая ифнормация
**Ранний доступ есть уже сейчас:** Direct  •  Steam

**Текущая релизная версия:** 1.0 (10 August 2018) | Release notes
**Текущая тестируемая версия:** 0.8.2.4 (8 August 2018) | Release notes

Crafting
 Blocks
 Resources + Refining
New player guide

Картинки
mw.loader.load('ext.slideboxlightshow');*

Видео

## Ссылки

* Неофициальная русская вики
* Вторая неофициальная русская вики
Unstable Version 0.7.8.7

**Version chronology**

**External links**

## Explosives Updates

* Reduced the GSO Megaton Cannon damage but increased its blast radius.
* Increased the Venture Avalanche Missile damage and equalised the firing rate to make fire at regular intervals between the bursts and reloading.
* Reduced the size of the blast radius for Hawkeye Seeker Missile Pod but upped the damage that they deal.
* Reduced the rate of fire of the Hawkeye Cruise Missiles, increased the blast radius. Also upped the damage, to bring it back up to par in terms of DPS with when it was faster firing.
* Increased the GSO Missile Battery rate of fire.

## Bug Fixes

* Fixed issue where AI turrets in R&D Test Chamber would not attack the player.
* Fixed issue with Snapshots not appearing correctly in Sumo 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.
Unstable Version 0.5.20.1

**Version chronology**

**External links**

## New features / content / improvements

* GeoCorp missions added - 1 main and 8 side missions; pick up any GeoCorp block to start these missions.
* Level up dialogue reworked.
* Twitter authentication rework - hopefully resolving several issues.

## Game Design tweaks

* Changed Steering Thruster to Grade 2.
	+ Recipe Plumbia + Erudian
* Removed radars, batteries and shields from the early Techs that spawn in the game. Players are now expected to complete the crater missions to gain these items.
* Increased the value of Carbite, Rodite, Erudite, Ignite and Celestite, which in turn has increased the value of all Blocks made from those resources.
* Made Shield and Radar crater encounters complete early if player has already got a Shield or Radar from elsewhere.
* Added basic versions of all GeoCorp Grade 1 Side Missions.
* Graduated Experimental Blocks from R&D Test Chamber to Main Game GeoCorp Grade 1:
	+ GeoCorp Girder Block
	+ GeoCorp Battery Pack
	+ GeoCorp One-Scoop Claw
	+ GeoCorp Picker Tractor Pad
	+ GeoCorp Shock Plating
	+ GeoCorp Rugged Wheel
	+ GeoCorp Jaws Wheel
* Added New Blocks to R&D Test Chamber:
	+ GeoCorp Shock Plating
	+ GeoCorp GeoThermal Generator
	+ EXP Plasma Cutter
	+ EXP Resource Radar.
	+ EXP Scrap Magnet
	+ EXP Scrap Magnet Mini
* Completing missions now rewards XP.

## Art Tweaks

* Added new Shop Interface HUD for Blocks and Techs.
* Revised Mission Log HUD to allow for more than 3 Missions.
* Revised Level Up HUD.
* Added GeoCorp Trading Station.

## Bug Fixes

* Fixed bug with cab not flashing red when damaged from initial landing.
* Prevented battery, shield and radar blocks from being destroyed during GSO crater missions.
* Mission marker updates position correctly in “AI Drone” Grade 3 mission.

## 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 0.8.0.1

**Version chronology**

**External links**

## Design Tweaks

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

## Bug Fixes

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

## Known Major Issues

* Switching between game modes may cause the Tech targeting to stop working correctly.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
* Gauntlet tutorial can sometimes load an already made Tech.
* Translations for non-English language support is incomplete for most languages.