recursal/Fanatic-Fandom huggingface dataset:
TerraTech Mod Manager

## About TTMM

The TerraTech Mod Manager, or TTMM for short, is a program created by WhitePaw (Aceba1) originally to allow for a safer way to share mods within this community. Now for the purpose of installing and managing mods with the Harmony layout. It has gone through three iterations, TTMM, TTMM2 and the current version , TTMM-GTK, which introduced cross-platform support for modding.

## Basic Use

### Where do I download this

You can find the latest releases here:

https://github.com/Aceba1/TerraTech-Mod-Manager-GTK/releases
Unstable Version 0.7.4.1

**Version chronology**

**External links**

## New features / content / improvements

* Memory allocation optimisations for 32-bit versions of the game.
* Latest translations from the TT Translators updated in the game.

## Game Design Tweaks

* Increased the variety and quantities of blocks available for sale in the Trading Stations and the Terminals.

## 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 0.7.8.9

**Version chronology**

**External links**

## Bug Fixes

* Fixed issue where undoing a dismantled anchored Tech could result in the Tech re-anchoring at a strange angle.
* Fixed various crash bugs.

## Known Major Issues

* Switching between game modes may cause the Tech targeting to stop working correctly.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
The Zero-Point Hollow

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

**The Zero-Point Hollow** is a unique Grade 2 mission assigned by Reticule Research.

## Synopsis

Atom has created an obstacle course for the player to follow, as a measuring of their control and finesse over their Tech, and has set up many obstacles inside said course, including blockades and turrets.

## Strategy

The Zero-Point Hollow is one of the more difficult missions, as it is a long, narrow, winding obstacle course littered with turrets, blockades, and other obstacles. As such, it's highly recommended to make a manual save before the mission to get familiar with the course.

A small, fast, yet well-armed and protected tech is ideal for the mission, as the anti-gravity inducing turrets will be easier to dodge and there are shortcuts for smaller and more weaponized Techs, and missile weapons are the best choice for the job. Missile weapons will allow the player to focus more on dodging and destroying blockades and weakening turrets, instead of staying and engaging the turrets. In addition, hover and anti-gravity vehicles may suit the mission, as they can hover over the rough terrain, and anti-grav techs will be relatively unaffected by the antigrav fields.
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Reason: "*Not needed*"

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Unstable Version 0.6.1.2

**Version chronology**

**External links**

## New features / content / improvements

* Added Venture missions Grade 1, 2 & 3. Unlock these missions by completing the Venture License mission during GSO Grade 3.
* GeoCorp and Venture licenses are now unlocked by completing their license missions instead of picking up a block belonging to that corporation.

## Game Design tweaks

* Reduced the size and amount of enemy Techs that appear in some GSO missions.
* Increased the Radar scale. Radars now show precise positions of objects 300 units around the player and up to 350 around the outer ring.

## Bug Fixes

* Fixed issue where the camera would be locked and no Tech would respawn if they used Save and Quit while their Tech was destroyed.
* Fixed crash that happened if you loaded a save and hit exit before the screen faded from black.
* Fixed too many enemy Techs spawning in base missions when saving and reloading.

## Known Issues

* Playing with old game saves will bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
* New dynamic mission system will sometimes fail to generate suitable enemy Techs. As a stopgap measure, missions may spawn Big Tony Techs, while we enhance the enemy Tech generation process.
* Blocks may fall onto the player's Tech as the result of missions incorrectly completing because of other enemy Techs.
* Gaps may appear in the terrain.
* 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.
* 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.
Tiny Shooter

## Tech Profile

Tiny Shooter is a small tech and is mostly comprised of wheels. Tiny Shooter is the third tech the player is introduced to when starting the game.

## Spawning

This tech spawns as the player is driving. It is the second tech to spawn in the grasslands after Mini Double Drill. This tech will only appear once.

## Fighting Guide

When approaching this tech to fight be mindful of the front stabiliser wheel. While this his tech has an external weapon, if the front wheel is knocked off the tech's cab twin lasers will be unobstructed and be able to fire at the player's tech.
Unstable Version 0.7.6.8

**Version chronology**

**External links**

## Bug Fixes

* Fixed SCU not taking blocks during Turret Defense mission.
* Fixed scenery not being cleared from tracks correctly during Time Trial missions.
* Fixed GSO Anchored SCU not being discoverable.
* Fixed clouds jumping about as player moves through world.
* Fixed crash when there are 3 or more Techs in Sumo versus mode.

## Known Major Issues

* If you try this Unstable version and decide you want to go back to a previous Stable, you may find the game will not load to the Main Menu. To fix this issue, you must delete your Userdata.sav file (your game settings are stored here so your game save data should remain intact). To find the file, do the following:
	1. Open your Steam Library
	2. Right click Terratech
	3. Select Properties
	4. Select Local Files tab
	5. Select Browse Local Files
	6. Open the Saves folder
	7. Delete the userdata.sav file

* 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 0.7.4.3

**Version chronology**

**External links**

## Bug Fixes

* Fixed bug where resources passed to Silos did not stack correctly. When moving from Conveyor to Silo, resources would sometimes fall off then be picked up again from nearby Receivers.

## 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.
GeoCorp Gluon Mega Battery

A reticule Research aided creation for GeoCorp, made by the careful manipulation of Gluon particles in a specially hardened casing. The gluon particles used here are so strong the casing is hardly able to hold it together, if a slight crack was to appear in the casing the battery would likely implode on itself!

The **GeoCorp Gluon Mega Battery** is a grade 3 Power block manufactured by GeoCorp. Like all GeoCorp blocks, it can be crafted with a GeoCorp Fabricator.

It has 36 attachment point(s) and takes up 32 cell(s).

## Usage

As a single unit, it shares its power density with the Better Future Battery, beating four GeoCorp Battery Packs that occupy an identical amount of cells. Its mass, health & lack of attachment points are its major downsides.

The biggest advantage over any of it's counterparts, however, is its lack of destruction damage. It will not cause an explosion that damages nearby blocks when destroyed. This can effectively prevent a chain reaction that would have otherwise destroyed the tech.

Overall this battery offers the player a much safer alternative at the cost of being structurally vulnerable and the difficulty in acquisition.

## Trivia

* At 32 cells, it is the largest battery and power block in the game.
* It has an idle animation when attached to a tech. The center of the battery reactor will constantly rotate.
* It is the only battery not to violently explode when destroyed. Rather, the entire block just disappears in an orange flash.
* When first added, it had a lower capacity than all other batteries per cell, at around 1400 whereas the GSO and Venture Batteries had around 1500 each cell. This is compensated by its non-explosive nature.
	+ However, the capacity caused negative feedback from players, resulting in Payload Studios increasing both its capacity and mass in a later patch.
* This block is first seen during the mission The Almighty Cube Returns where the cube must be demolished, thus preventing the player from salvaging the battery from it (unless it's destroyed with other means) while making the task of destroying it a significant challenge. However, this battery can still be acquired via crafting and purchase.
	+ For reasons yet to be specified, its crafting recipe was immediately removed after being added, and was only restored in Version 1.4.

* The description implies a connection between Reticule Research and GeoCorp.
* Ironically, despite its main selling point being its non-explosivity, it uses large amounts of Blast Caps and Z4 explosives in its crafting recipe.
GeoCorp Dozer AI Module

* Reason: Dots
* Please discuss this on the Discussion page.

It has been ***suggested*** that this article or section be **moved to GeoCorp Dozer A.I. Module.**

* Reason: Dots
* Please discuss this on the Discussion page.

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

 This is a GeoCorp A.I. Guard Module, an autonomous drone brain that can drive a tech automatically for you.

The **GeoCorp AI Module** is a control block. It has 6 attachment points, top and rear. This block can be used to create allied techs to attack enemies and harvest resources.

It has a built in headlight. When detached from any blocks, wheels and a small drill fold out, allowing it to run away at last resort.

As all cabs ,when it explodes it only pushes blocks away ,without damaging them
Unstable Version 0.7.8.5

**Version chronology**

**External links**

## New Features / Content / Improvements

* Player can manual target enemy Techs.
	+ Use Middle Mouse Button to click on enemy Tech to target it.
	+ Camera will adapt to try to keep player and targeted Tech in view.
* Skirting blocks can now intersect the terrain.
* Updated explosive weapons with new explosions:
	+ Increased the amount of damage the GSO 3-Pound Cannon deals.
	+ Reduced the damage and rate of fire of the GSO Mortar.
	+ Massively increased the Venture Avalanche Missile's rate of fire, but reduced its damage and blast radius.
	+ Reduced the blast radius of the Hawkeye Pod Missile, but increased its rate of fire.
	+ Reduced the damage and rate of fire of the GSO Missile Battery.
	+ Reduced the blast radius of the Hawkeye Cruise Missile, also increased its rate of fire and damage.
	+ Increased the damage and blast radius of the GSO Megaton Cannon.
	+ Increased the damage and blast radius of the Hawkeye Cannon Turret.
	+ Increased the damage, blast radius and rate of fire of the EXP Big Man Bomb.

## Bug Fixes

* Fixed issue with large Techs causing brief frame rate freezes in Creative mode.

## 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 Lookout Cab

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

 Cheap and compact, this cab saves on costs when testing in dangerous scenarios. Internal power storage included at the cost of structural durability.

The **Reticule Research Lookout 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 0.7.8.6

**Version chronology**

**External links**

## Block Updates

* The Skirting blocks have been removed from the game for the time being as they glitch when an anchored base goes into Build Beam and then can’t re-anchor.

## Bug Fixes

* Reduced the seeking ability of the GSO Mortars to fix the 'swarm of bees' issue.
* Reduced the manual targeting range down to 100 units in line with enemy vision range to ensure that if you can target them, they can see you (stops sniping of passive enemies).
* Fixed incorrect Techs being shown under the Load Tech community tab in Sumo Design mode.
* Fixed crash caused by Block Magnets picking up too many blocks.

## 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.
Turret Defense

**XP Reward**:  ?
 **Block Bucks Reward**:  ?
 **Blocks Reward**: Turret Joe's components (Several GSO 3-Pound Cannon, GSO Anchored AI Module)

**Turret Defense** is a grade 2 mission assigned by GSO.

## Synopsis

The mission starts once the player approaches a trading station, guarded by three turrets (Turret Joe, Turret Jay, and Turret Jules), with Turret Joe being allied with the player. Once the other two turrets are defeated, the turret will go into a "sleep mode". The player is then prompted to right-click on the turret and set its control to guard/follow. Once this happens, the turret activates the trading station's SCU, as well as opening the inventory.

## Strategy

This mission is relatively simple. There are three turrets, one of which is set as allied to the player and the other two are hostile. They are armed with weak laser weapons and each turret is identical. The three turrets will fight against each other, but the hostile ones are not hard to take down due to their weak shields, as well as their low power capacity. The player should not have much trouble against them, though they must be tackled at a distance, as otherwise they risk taking excessive damage.

Another strategy is to simply wait it out. As Turret Joe is programmed to be invincible for the duration of the entire mission while the others are not, they will eventually run out of power and become vulnerable.

## Trivia

* After the mission completion static SCUs become available at trading stations. The player can also buy a GSO Anchored SCU Storage Devices from now on.
* This mission is not available in multiplayer co-op because SCUs are absent.
* This is the earliest opportunity for the player to obtain the GSO Anchored AI Module, as Turret Joe, the allied turret, will always have one attached to it, and control blocks cannot be salvaged from techs that are not allied.
Play menu

Here, you can start a new game.
Worlds are procedurally generated, and infinite. here you can put in a seed which will be used to generate your world.

If you use the same seed for multiple games, the lay of the land will stay the same for each game.

If you find a particularly amazing landscape, you might want to make a note of it, so you can keep that world.

## **Campaign**

This is the main game mode.

**Twitter:** if you tick this, it will connect your game to the TerraTech twitter stream.
This means that you can automatically tweet your designs, to amaze the community, and to expand the available pool of encounters.
There is a fairly small number of basic units to run into, and a vast pool of community ones which are only available when you connect.

If you don't have a twitter account, you might want to get one, just for this. It's free.

**Skip tutorial:** Tick this if you don't want to see the tutorial when you start the game.

## **Creative mode**

This game mode is for you to mess around with your tech with access to endless amounts of blocks. der

## **R&D Test Chamber**

This game mode is for you to mess around with your tech with access to endless amounts of blocks and special access to experimental blocks.

This game mode is a DLC. (Cost: US$9.99)

## **Sumo**

This game mode is for you to wrestle with other techs in a ring.

## **Gauntlet**

This game mode is for you to test your skills in a race track with challenging obstacles.
GeoCorp Fabricator

A Fabricator to craft GeoCorp blocks with. Put resources in and get blocks out.

The **GeoCorp Fabricator** is a grade 2 manufacturing block manufactured by GeoCorp. Like all GeoCorp blocks, it can be crafted with a **GeoCorp Fabricator**.

It has 9 attachment point(s) and takes up 24 cell(s).

## Usage

The GeoCorp fabricator has no difference to any of it's counterparts and can be used to produce blocks corresponding to it's corporation.

## Trivia

* It is the largest fabricator in the entire game, taking up a total of 24 cells.
Unstable Version 0.7.4.7

**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.

## New Features / Content / Improvements

* Build Beam - Better fine grain control: Up/Down moves Tech according to camera angle, Left/Right rotates Tech.
* Added lots of new experimental work-in-progress Stunt Challenges to the R&D Test Chamber.

## Game Design Tweaks

* Increased the area of the starting Grasslands

## Bug Fixes

* Fixed bug that caused the Main Menu to appear whilst in a game mode.
* Fixed issue of crafting missions spawning on sloped terrain.
* Fixed being able to purchase unlimited blocks when SCU powers up whilst viewing shop.
* No longer lose inventory access when the only SCU is stored.

## 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.
Unstable Version 0.5.21.2

**Version chronology**

**External links**

## New features / content / improvements

* Updated translations from the TT Translator team including new language options for Chinese and Japanese (many thanks to Demind, Dr.E, Honcharuk, Kitty, Moisés, Olivier for the recent translation updates).

## Bug Fixes

* Game saves that were not loading correctly in 0.5.21.1 should now load correctly in 0.5.21.2.
* Fixed crash bug during the Woodstock quest when the 3 harvesters are destroyed.

## Known Issues

* The draw distance slider does not work.
* The overall lighting during the day is too bright and too dark at night.
* Day/night cycle can start during the FTUE build.
* Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
* The Delivery Cannon shouldn’t open up when attached to a moving Tech.
* The Delivery Cannon incorrectly causes damage to itself when it delivers things.
* The Fabricators no longer display their list of known recipes.
* Silo side mission: Woodstock stays marked as an enemy even though player has defeated the harvesters.
* GeoCorp Trading Station receivers momentarily stop working until a block or resource has been delivered.
Unstable Version 0.6.5.7

**Version chronology**

**External links**

## Game Design Tweaks

* Reduced the turn speed of the Cruise Missile.
* Reduced the impulse strength of the Missile explosions.
* Reduced the boost speed of Hawkeye Missiles (Pod and Cruise)
* Reduced damage of Missiles.
* Increased damage of GSO Megaton and Hawkeye Cannons.
* Updated the projectiles for Hawkeye Cab, Hawkeye Burst Gun and Hawkeye Cannon.
* Blocks now despawn in R&D Test Chamber under similar rules to Campaign mode, but for 30 seconds instead of 2 minutes.

## Known Issues

* GSO Anchored Furnace Generator doesn’t function.
* Gaps in the terrain may be visible on rare occasions.
* Hawkeye Laser Targeting block doesn’t function.
* 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.
Refineries

**Refineries** are the types of manufacturing blocks for refining resource chunks, which increases their sell price in 1.5 times. The refining of resources also is a prerequisite for the majority of crafting.

The refineries mostly differ in their health, mass and dimensions, with the Venture one being able to be used on the move, which is only relevant in conjunction with Mobile Furnace Generators (refined resources burn twice as fast) or Mobile Delivery Cannons (since mobile crafting is not possible for now).

There are five variants of them, currently:
Unstable Version 0.7.9.2

**Version chronology**

**External links**

## IMPORTANT NOTE

When switching TerraTech from the default branch or TT\_Unstable\_MP to TT\_Unstable, game save files and Tech snapshots are moved to the following new locations:

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

## Game Balancing Tweaks

* Restored regular block explosion timeout. Only apply instant fuse to cab blocks.

## Bug Fixes

* Fixed issue that caused characters from languages that do not use the Latin alphabet to be missing in various parts of the game.

## 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.
Scanner Buggy

## Tech Profile

Scanner Buggy is a small tech and is mostly comprised of wheels. Scanner Buggy is the fourth tech the player is introduced to when starting the game. This tech will most likely the players first chance to gain a Radar Module.

## Spawning

This tech spawns as the player is driving. It is the third tech to spawn in the grasslands after Tiny Shooter. This tech will only appear once.

## Fighting Guide

When approaching this tech to fight be mindful of the front block. While this his tech has an external weapon, if the front block is knocked off the tech's cab twin lasers will be unobstructed and be able to fire at the player's tech.
Unstable Version 0.7.5.3

**Version chronology**

**External links**

## Game Design Tweaks

* Increased the length of all Drag races by 200m each, upped the time allowed for each one accordingly to maintain their difficulty.
* Increased the encounter area size for all Stunt Challenges. This means that stunt challenges will spawn further apart from each other (150m apart).
* All Stunt Challenges must be accepted from the Trading Station before they will spawn in the world. This stops overcrowding the world with more stunts.
* Trader Troll variation has been drastically decreased to reduce the likelihood of unfairly difficult battles. Players with underpowered Techs will fight the “Mini” version, otherwise they are likely to encounter the normal version (this is the classic Trader Troll design from 0.7.4 and before).

## Bug Fixes

* Fixed severe framerate issues caused by Venture stunt missions.
* Fixed SCU deactivating when nearby Tech anchors / unanchors.
* Removed a Tech called Warrior, for causing slow down.
* Fixed HE Bracket Collision.
* Fixed GC Shock Plating falling through ground
* Fixed Giant Erudian Crystal outcrops

## 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.
Reticule Research HF Vibro Blade

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

 A high frequency blade that uses fine vibrations to reduce drag when cutting through things.

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

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

A high frequency blade that uses fine vibrations to reduce drag when cutting through things.

Strangely, it deals drill-type damage and not cutting damage despite being a blade.
Unstable Version 0.5.22.3

**Version chronology**

**External links**

## New features / content / improvements

* Improved block painting flow:
	+ Block painting has a button to expand / collapse the UI.
	+ Select a block to enable painting.
	+ To disable painting, either collapse the block palette, click on the selected block or click on the grab/hand icon.
	+ Hold Left Alt to temporarily revert to grabbing blocks.
* Updated translations from the TT Translator team (many thanks to Moisés, Olivier, Sir Rekington, Viktor and WastedRhino for the recent translation updates).

## Game Design tweaks

* When the player Tech is in Beam Mode, the camera can now pass under the terrain to allow better access to the Tech’s underside.
* Added 4 new attach points to the bottom of the SCU Storage block.
* SCU Storage block waits a few seconds before picking up blocks.
* Expanded the range of the SCU Storage block by 33%.

## Art Tweaks

* Battery and SCU Storage block LEDs will now light up when it’s dark.
* Polished Block Painting HUD.
* Polished SCU Storage block.
* Replaced the SCU Storage block "heart" radar icon with a "black hole" icon.

## Bug Fixes

* Fixed player bases appearing as SCU Storage block symbol on the radar.
* Prevented SCU Storage block charging when attached to a Tech.
* SCU Storage block discovers blocks on taking them in.
* Fixed issue with block palette not resetting properly when going from R&D Test Chamber to the main menu.

## 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.is under the terrain.
* Techs with a GeoCorp cab do not drive properly.
* Depth of Field has been disabled due to a Unity issue with DirectX 10 graphics cards.
* The Delivery Cannon shouldn't open up when attached to a moving Tech.
* The Delivery Cannon incorrectly causes damage to itself when it delivers things.
Unstable Version 0.5.18.2

**Version chronology**

**External links**

## Game Design Tweaks

* Added some objective descriptions to prompt the player at the start of the game.
* Updates and fixes for the Woodstock Silo mission.
* Updates and fixes for the Lift Off flying mission.
* Added an “XP Maxed” message when the current GSO Grade has been reached.

## Bug Fixes

* Fixed a variety of crash bugs.
* Fixed bug with the yellow objective marker not disappearing once the Solar Generator has been found and used.
* Fixed bug with the Trading Station not being indestructible.
* Fixed crash when taking screenshots of very large Techs.

## Known Issues

* Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
* Full screen does not work properly (requires us to implement a Unity update to fix this).
* The Delivery Cannon shouldn’t open up when attached to a moving Tech.
* Continuing a saved game after killing Tony prevents the Solar Generator objective from initialising properly.
* Continuing a saved game after getting the Solar Generator and before maxing Grade 1 causes 2 Trading Stations to spawn.
TerraTech Community Code Projects

There are two official GitHub projects released by Payload Studios

## Nuterra Steam

https://github.com/PayloadStudios/TerraTechNuterraSteam

This is a port of WhitePaw and Maritaria’s original Nuterra block loader, made to use the official mod support features including dynamic block IDs and Steam Workshop support. This project will generally not be supported by the Payload code team, the intention is that this becomes a community project, with only essential fixes from Payload.

If you wish to get involved, you can submit code changes with the GitHub pull request feature. For anyone who wants to really get stuck in and do major changes, you can obtain collaborator permissions from our community manager who can be contacted on Discord or the forums. This will allow you to directly edit the codebase without having to get your changes approved by a collaborator.

> Build instructions: (These can also be found in the Readme on GitHub)
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> 1. Copy the "Mods/NuterraSteam" subfolder into your TerraTech Official Mod Tool installation in "Assets/Mods/"
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> 2. Open the VS project
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> 3. Ensure that all the required references are set up correctly. (You can find all the required DLLs in your TerraTech install directory then /TerraTech\_Data/Managed)
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> 4. Press Ctrl+Shift+B to build
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> 5. Copy the output DLL from "Built" folder to the NuterraSteam folder in your Unity project.
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> 6. Upload to Steam (If you need permissions, ask the Payload Community Manager on Discord)
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>

## TerraTech Mod Tool

https://github.com/PayloadStudios/TerraTechModTool

This is the entire state of the .unitypackage mod tool made available on GitHub. Downloading this or adding the .unitypackage to Unity will give you almost the exact same files, with only a couple of extra in this version.

If you wish to edit the mod tool, you can do so in much the same way with pull requests and collaborator permissions for anyone heavily invested in the project. This project is maintained by the code team at Payload Studios and will receive occasional updates.

There is an extra Unity menu under “TerraTech Tools” called “Package Exporter” which simply takes the contents of the mod tool and packages it into a .unitypackage. You can use this to distribute your own alterations to the mod tool. If you have changes you wish to be distributed in the public mod tool release, you should get into contact with our community manager and explain your changes in detail.
Unstable Version 0.7.0.4

**Version chronology**

**External links**

## New features / content / improvements

* Delivery crates now fade out and disappear after they have dispensed their contents.

## Bug Fixes

* Various crash bug fixes.
* Fixed crash caused by objects initially failing to spawn.
* The initial missions are correctly spread out again.
* Tooltips for resources in the Fabricator menu now appear during Crafty Business missions.
* Fixed progression blocker in Crafty Business V mission.
* XP is no longer incorrectly awarded for killing enemies outside the main game (e.g. in R&D Test Chamber).

## Known Issues

* Most of the original base blocks have now been replaced with newer versions for the updated crafting system. The older base blocks now appear magenta in the game and will be removed completely in update 0.7.2 (sometime near the end of 2016). This should give you time to replace any old base blocks that you have on existing Techs and bases before they vanish forever.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
* Graphical issues with red projector on terrain when enemies spawn in.
* Some radar markers may point towards things that are missing in the world.
* Markers for missions and bases when playing in 4:3 are offset slightly.
Unstable Version 0.7.7.4

**Version chronology**

**External links**

## New Blocks

* Added the Hawkeye Anchored Delivery Cannon to Grade 2.
* Graduated the Pacemaker Block from EXP to GSO Grade 3.
* Graduated the Dropper Block from EXP to GSO Grade 3.
* Graduated the Short Fork Springer Wheel from EXP to Venture Grade 3.
* Graduated the Mid Fork Springer Wheel from EXP to Venture Grade 3.
* Graduated the Long Fork Springer Wheel from EXP to Venture Grade 3.

## Game Design Tweaks

* Updated the weight and health of all GeoCorp and Hawkeye Manufacturing Blocks, in relation to each other.

## Bug Fixes

* Fixed Enemy Ambush mission completing early when saving and reloading part way through.
* Fixed Delivery Crate search area missions spawning in unintended biomes.

## 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 0.7.7.5

**Version chronology**

**External links**

## Art Tweaks

* Revised the EXP icon in the block inventory.

## Bug Fixes

* Fixed long Tech names getting cut off on display panels.
* Fixed the display name of GSO Trading Stations.
* Fixed issues with crafting missions when interacting with played-controlled crafting blocks instead of the blocks on the crafting base.
* Fix various issues with cancelled missions leaving behind some of its components (race gates).
* Fixed issue where autominers wouldn’t work when loading a saved game without manually replacing them.
* Fixed another instance of Invaders spawning in Grasslands.

## 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 0.7.6.6

**Version chronology**

**External links**

## Bug Fixes

* Fixed multiple display resolutions appearing in the options menu for some players.
* Fixed buggy snapshots and save game previews when High Dynamic Range (HDR) was disabled.
* Fixed sending certain snapshots to the SCU would break any future Tech spawning.
* Fixed bug on filter menu where all chunks were not selectable in some aspect ratios.
* Fixed some issues with player and enemy Tech pathfinding.

## Known Major Issues

* If you try this Unstable version and decide you want to go back to a previous Stable, you may find the game will not load to the Main Menu. To fix this issue, you must delete your Userdata.sav file (your game settings are stored here so your game save data should remain intact). To find the file, do the following:
	1. Open your Steam Library
	2. Right click Terratech
	3. Select Properties
	4. Select Local Files tab
	5. Select Browse Local Files
	6. Open the Saves folder
	7. Delete the userdata.sav file

* 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 0.7.2.6

**Version chronology**

**External links**

## Game Design Tweaks

* Before the generic Capture Enemy Base missions can spawn, the player must complete the first Crafty Business mission. This helps to avoid situations where the player encounters Receivers and Delivery Cannons before they’ve had a chance to learn about them.
* Moved the respawn after death distance from 100 units (on the edge of enemy vision) to 150 units away (just out of sight range).

## Bug Fixes

* Fixed cause of possible crash bugs.
* "New Missions Available" mission is now correctly removed when new missions are added to the Mission Log.
* GSO SCU now picks up blocks correctly, including when placed sideways and upside down.

## Known Issues

* Delivery Cannon has no audio when it fires.
* Collectors and Silos placed vertically will stack resources as if placed horizontally.
* Can incorrectly rename non-player bases.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
* Graphical issues with red projector on terrain when enemies spawn in.
* Some radar markers may point towards things that are missing in the world.
* Markers for missions and bases when playing in 4:3 are offset slightly.
Sumo Tournaments

**Sumo Tournaments** are occasional competitions that the developers host on Twitch. In these tournaments, you build a Sumo tech within the corporation restriction of one of three leagues, and your tech is battled against the champions of that league. If a tech beats all of the champions, and the other winners if there are any, then the creator wins a prize from the developers. These prizes can vary, but they are usually a code for the full game, or a code for R&D if they already own the game.

## Leagues

Currently, there are three Sumo Leagues: Little League, Middle League, and Big League.

* **Little League - GSO only**
In this league, techs are small, light, and often fast. Due to their lower health, as they don't use GeoCorp blocks, they tend to be destroyed much faster. As such, techs tend to try to win the battle as fast as possible rather than trying to hold out until their enemies are destroyed. Tanks are uncommon, while Pushers and Matadors are pretty common. Jumpers are more common than in the other leagues, as techs are lighter.

* **Middle League - GeoCorp only**
In this league, techs are pretty large and reasonably heavy. As they don't have access to the boosters of GSO, techs are usually pretty slow, and many tactics are hard to use. Matadors are very difficult to build, and Jumpers are impossible. And since there are no guns to use, techs solely use Melee to deal damage. As such, matches in Middle League tend to be much longer than matches in the other leagues. Without boosters, almost all of the techs in this league are either Tanks or Pushers. The tanks simply try to last longer than their enemies, while the pushers make heavy use of GeoCorp Two-Scoop Loaders to lift their enemies out of the arena.

* **Big League - No Restrictions**
The Big League is what you can consider to be the purest of all the leagues. In this league, there are no restrictions to the blocks you can use, so any build goes. Any tech from the other two leagues can be put into the Big League, though this is very uncommon. Instead, techs in this League tend to be larger and heavier than techs in the other two leagues, though they are usually slower than techs in the Little League. You will see most types of techs fairly often, though Jumpers aren't as common do to the generally heavier weights.

## Current Champions

### Little League

 2 |  | GSO Bolshevik
 3 |  | Mirrors Hedge

### Middle League

 2 |  | Bomphiologia
 3 |  | Suemi3
 4 |  | GeoCorp Satyr V2

### Big League

 4 |  | Matador4lifeV14

*See also:* Sumo Showdown
Unstable Version 0.7.4.11

**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.

## New features / Content / Improvements

* Visual and functional improvements to saving Tech blocks to SCU and loading Techs via snapshots from SCU.

## Bug Fixes

* Techs are now prevented from intersecting the giant artefacts.

## 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.
Unstable Version 0.5.22.7

**Version chronology**

**External links**

## Game Design tweaks

* Set enemy guard behaviour to pursue the player within 100 units of its spawn position before returning.
* Now ensure the player respawns a safe distance away after blowing up.

## Art Tweaks

* Fixed TerraTech logo colours in intro cutscene.
* Reverted the hand icons back to the previous cursor icons.
* Tweaked the VFX when blocks are about to get sucked into the SCU Storage.
* Added damage VFX to the colour blocks.

## Bug Fixes

* Fixed bug that causes Delivery Cannon to damage itself when delivering.
* Fixed bug that caused missions to appear multiple times and crashing the game.
* Fixed bug that caused SCU Storage glow particles to not disappear.
* Fixed intermittent crash bug caused as blocks shrink into the SCU Storage.
* Allow Techs with EXP Alternator to spawn / be purchased.
* Fixed missing “Current Speed” in racing challenges.

## 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.
Unstable Version 0.7.6.1

**Version chronology**

**External links**

## New features / Content / Improvements

* Updated Trading Stations to include a SCU Storage Unit.
	+ This allows access to the inventory and block storage much earlier in Campaign.
* Added new GSO Bumper Wheel to GSO grade 2.
	+ This wheel can be used to scale steeper hills early in the game.
* Added new GSO Muddy Dog Wheel to GSO grade 3.
* Added new Venture Fuel Pod Block to Venture Grade 1.
* Added the new GeoCorp Rotating Anchor to GeoCorp grade 2.
* Graduated the EXP Anchored Furnace Generator to GeoCorp Grade 1.
	+ This larger anchored generator is more efficient at generating energy, but it burns fuel at a slower speed.

## Game Design Tweaks

* Blocks can no longer be sold to earn money at Trading Stations.
	+ Blocks can be Scrapped into Resources which can then be sold at a Trading Station . This should make the flow of money earning in TerraTech a lot easier to balance and understand from a player's point of view.
* The Venture License mission is now a time trial race instead of a combat mission.
* Updated track for the Venture Grade 1 time trial mission.
* Venture Large Fuel Tank has now been moved to Venture Grade 2.
* Renamed Venture POD Cab to Venture Cruz Cab to avoid confusion with the Venture Fuel Pod.
* Renamed some population Techs that had rude names.

## Bug Fixes

* Fixed slow physics routines on bullet casings. Dramatically improves performance in some situations where large techs are firing a large volume of guns.

## Known Issues

* Trading Stations in existing saves are not fully updated to the new version. This means that they don’t have a SCU but players cannot sell blocks to them either.
* Sumo, Gauntlet and R&D Test Chamber may start with an initial noticeable stutter depending on how many Tech snapshots are present in the TerraTech folder.
* Anchored blocks can be placed in close proximity to each other, causing them to overlap.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.