recursal/Fanatic-Fandom huggingface dataset:
Version 0.3.1

**Version chronology**

**Note:** Version 0.3.1 was not released on Steam due to the discovery of several major bugs which have now been fixed for version 0.3.2.

## Major Bug fixes

* Potential fixes for the major slowdown when playing the game for long periods.
* Fixed incorrect message in Sumo Rankings when announcing the result.
* Twitter authorisation fix for Win64 build.
* Fix for green arrow pointing at base disappearing when travelling quite far away from the base.
* Geo Corp and Venture wheels no longer intersect with other blocks in the vehicle.

## Known issues and bugs

* Loading saved game has been incorrectly disabled.
* Certain vehicle blocks are missing in the Sumo Arena and R&D Test Chamber.
* Tweeted vehicle snaphot images are blurry.
* Game save: Certain game data is not saved currently:
	+ Pinned recipes in the base menu screens
* Base: Aspects of the Base UI are missing or have placeholder content.
* Base: When a vehicle has multiple tractor pads, it may be tricky getting resources from the vehicle’s tractor pads onto the base receiver.
* Base: It's possible to jam the player’s vehicle under the base.
* Base: Base components other than the receiver should not pass objects back to vehicles.
* A drone vehicle with a cab but no AI module drives away from the base instead of staying idle.
* There are some graphical holes in the terrain.
Unstable Version 0.7.3.3

**Version chronology**

**External links**

## Bug Fixes

* Fixed issue with resources incorrectly getting sucked into SCUs.

## Known Issues

* Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction
* Certain names for missions may incorrectly change after a reload.
* Can incorrectly rename non-player bases.
* Multiple resources traveling 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.
Venture Cruz Wide Cab

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

 Secretly developed without Professor Ruins approval in an underground research facility. The tiny Venture cab wheels are simply too small to support this widened cab. You'll have to attach your own for it to move.

The **Venture Cruz Wide Cab** is a grade 1 control block manufactured by Venture. Like all Venture blocks, it can be crafted with a Venture Fabricator.

It has 2 attachment point(s) and takes up 4 cell(s).
Venture Reaper X1 Flamethrower

This Flamethrower is great for showing off to your friends whilst doing wheelies. It's not much good for, you know, fighting or mining or anything.
Many say that Dr. Lawrence Hartley was a deeply changed man following the demise of this collegue-come-rival Dr. Dick Phuquestayne following their completion of the Fabricator project. Hartley stepped down as chair of the Good Day Project and returned with his family to his native Canada. During this stage in his career, he turned away from inventions for the good of mankind and instead, to the surprise of many began work on weapons technologies. His efforts included the so called the 'Fusion Toothbrush', which would explode 30 seconds after it was turned on and the Reaper X1 Flamethrower, a devastating pyrotechnic weapon that he sold to the Venture corporation. Recent rumours suggest that he has turned a corner and may be in talks to take up his position at the Good Day Project once again.

The **Venture Reaper X1 Flamethrower** is a grade 2 Weapon block manufactured by Venture. Like all Venture blocks, it can be crafted with a Venture Fabricator.

It has 1 attachment point(s) and takes up 3 cell(s).

## Usage

Flamethrowers are only usable within close range. The Reaper X1 is mounted on a turret, so with some protection to soak up fire it will act very well burning through shields and most blocks, and are highly effective once the shields are down, as they deal reduced damage to shields. It is mostly outclassed by the Better Future Plasma Flamethrower due to the low damage and shorter range, not to mention that it also take twice the space just for the worse stats, although it should be noted that there is a free one-block space underneath the barrel. It is much more accessible than the Plasma Flamethrower early to mid-game. In general, it is mostly a niche weapon as most other Venture weapons can do better than that while not taking up that much space.

## Trivia

* This weapon was named after the player ReaperX1.
* Due to the particle effects block has the potential to reduce framerate if used in large amounts.
* This weapon might not be designed for a weapon originally, despite the second part of the description. Rather, it was simply a piece of pyrotech. This is further reinforced by the first part of the description, stating that it is only good for it's aesthetic value.
	+ It also references the fact that flames cannot damage rocks at all, making it useless for mining.
Venture Fuel Pod

A very small Fuel Tank with a surprisingly large capacity and price tag.

The **Venture Fuel Pod** is a grade 1 Flight block manufactured by Venture. Like all Venture blocks, it can be crafted with a Venture Fabricator.

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

## Usage

Unlike most fuel tanks, it has an extremely low capacity. Combined with the usually high rate of fuel consumption as well as it's excellent refill rate, the fuel pod's main role is to allow short, powerful bursts of propulsion to be possible, yet increasing their frequency, while at the same time keeping up with the high mobility performance of the light tech.

## Trivia

* At 20 per cell, it has the lowest capacity of all fuel tanks in the entire game. It is also the smallest fuel tank, along with the Better Future Small fuel tank, sharing the same mass, cell and AP count.
* It's refill rate is also the highest, at 4. It is only matched by the Venture Large Kompress Fuel tank and the Hawkeye Fuel Tank.
* Despite the description, it's capacity is extremely low. It could be a reference to how small it is for the mere 20 units of fuel stored and the fast refill rate, however.
Venture Double Booster

Radical! What's better than one booster? Two Boosters! Two Double Boosters, no wait, that would be four boosters, this is one double booster, two jets in total. Let's not get carried away.

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

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

## Usage

The Venture Double Booster is, as implied, significantly more powerful than its smaller counterparts and provides extremely high amounts of thrust for its mass.

However, the double booster's AP distribution may cause some problems in placement depending on the tech's superstructure. It also has an extremely high tendency to steer techs attached it out of control if that tech's too light, a problem shared by its smaller counterpart, the Little Stud Pulse Booster. It is highly recommended to either add mass to the tech or Gyros and spoilers to prevent the tech from lifting off when on the ground, or falling face-flat after a loop.

## Trivia

* The model resembles two Venture Little Stud Pulse boosters attached to each other with Fibre Pipes.
Venture Resource Receiver

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

 A Venture Resource Receiver can hold and pass chunks even at higher speeds, but it only has a stack height of 1 - which isn't very many.

The **Venture Resource Receiver** will pick up one resource chunk from the ground, and will pass it onto conveyors, refineries, etc.
Version 0.4.16

**Version chronology**

**External links**

## New features / content / improvements

* Less memory used on start-up.
* Updated Russian translations (thanks very much Honcharuk and Anton).

## Bug Fixes

* Contents of announcement panel in main menu now scales correctly at different resolutions.
* Twitter authorisation works again.
* The centre of the EXP gyro stabiliser is orange again.
Version 0.3.0

**Version chronology**

**External links**

## New features / content / improvements

* Background music added; blending between ambient and combat music.
* Encounters with enemies protecting new blocks allows new recipes to be discovered in the world.
* The base now has a receiver as a single point to drop resources off.
* Can move the camera up and down as well as left and right.
* Can zoom camera in and out using middle mouse wheel.
* Camera sensitivity sliders added to the options menu.
* The list of vehicle blocks in the fabricator menu are now sorted by their state; available, locked and yet to be discovered. And within their sublists, they are sorted by their cost to unlock.
* Update notifier added to let Humble Beta backers know that a new update is available.

## R&D Pack

* R&D Test Chamber added to allow new experimental blocks to be tested.
* 3 types of Geo Corp cabs made readily available in the R&D Test Chamber.
* Improved effects added to Experimental weapons.

## Major Bug fixes

* Vehicle block health values and base shield status are now saved.
* URLs in the announcement panel on the main menu now work again.

## Known issues and bugs

* Loose blocks are not expiring, possibly causing a dramatic drop in framerate if the game is played for 2-3 hours.
* Game save: Certain game data is not saved currently:
	+ Pinned recipes in the base menu screens
* Base: Aspects of the Base UI are missing or have placeholder content.
* Base: When a vehicle has multiple tractor pads, it may be tricky getting resources from the vehicle’s tractor pads onto the base receiver.
* Base: It's possible to jam the player’s vehicle under the base.
* Base: Base components other than the receiver should not pass objects back to vehicles.
* A drone vehicle with a cab but no AI module drives away from the base instead of staying idle.
* There are some graphical holes in the terrain.
Version 0.2.2

**Version chronology**

**External links**

## New features / content / improvements

* Rotating the camera has moved from Left Mouse Button to Right Mouse Button.
* The announcement panel has been tidied up.
* The Twitch button and live streams panel have been tidied up and can now be dismissed.
* A new checkpoint challenge, Hover Bother has been added.

## Known issues and bugs

* The shield does not repel enemy vehicles yet.
* When a vehicle has multiple tractor pads, it may be tricky getting resources from the vehicle's tractor pads onto the base receiver.
* It is possible to jam the player's vehicle under the base.
Version 0.2.8

**Version chronology**

**External links**

## New features / content / improvements

* New Experimental Corporation blocks can now be fabricated at the base:
	+ Gyro stabiliser
	+ Large hover plate
	+ Megaton cannon
	+ Oozee SMG
* Player fleet AI: Ability to instruct player vehicles in a fleet to harvest.
* New scenery props; clumps of grass,small rocks and toadstools around the base of trees.
* Player camera has been refined to move to position behind the player’s vehicle as it is driven around.
* The base UI now displays an info panel when the cursor rolls over resources and vehicle blocks.
* Can now fire using Numpad 0.

## Known issues and bugs

* Game save: Certain game data is not saved currently:
	+ Pinned recipes in the base menu screens
	+ Whether the base shield is active
	+ Vehicle block health
	+ Resources in holding beams may not be restored exactly as they were
* Base: Aspects of the Base UI are missing or have placeholder content.
* Base: When a vehicle has multiple tractor pads, it may be tricky getting resources from the vehicle’s tractor pads onto the base receiver.
* Base: It's possible to jam the player’s vehicle under the base.
* Base: Base components other than the receiver should not pass objects back to vehicles.
* A drone vehicle with a cab but no AI module drives away from the base instead of staying idle.
* There are some graphical holes in the terrain.
* In the Hill Hopper challenge, if you travel far from the start point, the dispensers will break, dropping the vehicle blocks and stop dispensing new ones.
Venture Monster Truck Wheel

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

 The Daddy! This thing is insane. HUUUUUGE Balloon tyres with deep tractor treads. These things are the way up there in all terrain power and speed. They can carry a fair amount too.

**Top speed** = 71 mph.

The Daddy! This thing is insane. HUUUUGE Balloon tires with deep tractor treads. These things are the way up there in all terrain power and speed. They can carry a fair amount too.

## References

1. ↑ Top speed based on ? Venture Monster Truck Wheel vehicle made up of 1 Venture POD Cab, ? Venture Long Block.
Venture Remote Charger

A Venture remote charger that can transfer stored energy from one Tech to any other allied one with a battery. Short range, fast arc speed and low arc power.

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

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

This remote charger can supply power to batteries from a distance. It has the fastest charge rate of all the chargers, but has the shortest range - 10 blocks.

## Functionality

To use this, one must simply attach it to any tech with energy. This can be from a generator, a battery, or a tech with both. The charger will search for the nearest allied tech battery and take the energy from the tech it is connected to and transfer it to the other tech. If that tech's battery is full, it will search for the second nearest tech. If no techs have batteries, or if they are all full, then the charger will wait until one comes in its range.
SAM Site Ridge

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

**SAM Site Ridge** is a Grade 3 mission Assigned by GSO. It was added in the Version 1.3.7.1.

## Synopsis

Much of GSO's air freight are missing for an unknown reason. GSO itself suspects that an enemy base must be somewhere around for this to happen, and dispatched Agent Pow to investigate. They also requested the player's intervention. Agent Pow then reveals that the enemy base is a SAM Site, which is the structure responsible. GSO then requests the player to destroy it after taking down it's chargers.

## Strategy

This mission is not much of a difference from the Charlie Watchtower, except that the SAM Site itself has some GSO Missile Batteries and there are three chargers. Again, despite the increased defence the charger should not be hard to knock down, though the SAM site itself if hard to destroy, as the missiles may make a close-range approach dangerous. Navigating around the terrain is the best way to get around without the SAM's missiles hitting the player, then quickly knock the SAM itself down with a GeoCorp drill. The invincible shield will still go on without electricity so there's no way of getting around the chargers. Fortunately, the terrain does not pose a big hazard, and in fact offers an advantage as the player can use certain explosive weapons to attack the SAM with little retaliation, unlike the watchtower, which must be confronted on plain ground.

## Trivia

* This mission cannot be cancelled due to it spawning specific, permanent terrain structures.
* This is the first opportunity in the game to obtain the GSO missile battery. While difficult, it will provide the player with a big advantage as a Grade 5 block, which is a powerful homing weapon that makes combat much easier and will not be available to purchase at trading station until much later.
* The SAM Site appears to be built on some excavation site of some ruins, complete with some GSO-styled structures.
* The unique long-range chargers and the shield cannot be obtained for the player's own use, as they are considered to be the central block of the respective techs and must be destroyed. The shield in particular also doesn't seem to have any power drain as they do not deplete the tower's power in anyway. In fact, disabling all power blocks on all charging stations will not remove the shield.
	+ If spawned via a Hacked Snapshot, the blocks' names will be displayed properly, and the giant shield has significant power drain. Although they are control blocks, they are not supposed to be acquired normally, and therefore techs with them as the first-deployed cab can't move, only able rotate on the spot.
* It is technically divided into two separate missions. The first mission is completed as soon as Agent Pow finishes her speech/the player moves far enough to skip it, and the second mission is automatically assigned to the player.
	+ It is the one of the three missions in the entire game to have this property. Others are Bomber Command and Charlie Watchtower.
Version 0.4.13

**Version chronology**

**External links**

## New features / content / improvements

* Added a Payload Terminal (shop block) to the initial Repair Base.
* Payload Terminal offers ability to buy previously snapshotted Techs and bases as well as some default designs.
* Added a recipe for the Payload Terminal to the 2 Slot Fabricator.
* Added the Payload Terminal to the R&D Test Chamber.
* Hide the HUD when taking snapshots.
* Updated translations.

## Game Design Tweaks

* Reworked some recipes to more suitable combinations (1 & 2 Slot Fabricators, 1 & 2 Slot Refineries, Delivery Cannon, Conveyors and Receivers).
* Increased the grab distance of the mouse cursor.
* Blocks can be dropped onto Scrapper / Conveyors.
* Updated the price of some blocks.
* Reduced the Nomad population to one at a time to stop too many from spawning at the same time.
* Buffed the power of the GeoCorp Triple Bore and the GSO Rock Drill.
* Buffed damage dealt by the GeoCorp Jack Hammer.
* Moved some of the Hill Hopper checkpoints around to avoid rocks and other scenery objects.
* The R&D Test Chamber no longer shows a speedometer.

## Bug Fixes

* Prevent Generator working while unanchored.
* Fixed snapshots not restoring a base’s anchor state.
* Don’t fade UI when background fight fades in Main Menu.
* Jackhammer now does damage.
* Data snapshots not showing image sometimes on the Mac version.
Venture Straight Bracket

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

 A lightweight mount with an attachment point at each end. Just right when you need a lot of strength with a low weight.

The **Venture Straight Bracket** is a structure block. Like the other brackets, it is very light, and very weak. It is awesome when making speedy techs and fliers, but terrible for combat.

Like the other brackets, it is very thin, which makes it useful for some of the more unusual builds, such as trailers and multi-tech hinges. See the forums and community core streams for inspiration!
Version 1.3.10

**Version chronology**

**External links**

1.3.10 brings with it two new missions:

* Plateau Run - Navigate through the plateau before the time runs out
* Mine Island Rescue - Traverse the Mine Island to rescue the stranded Tech

There are also 9 new blocks which feature in the new missions as well as NPC cabs from previous missions. Now you can build your own Crafty Mike!

We've also fixed a bug or two and make some tweaks to the UI and Bomber Command mission.

Enjoy!

## Patch Notes

### New Missions added

* Plateau Run - Venture Grade 1 (Single player only)
* Mine Island Rescue - Venture Grade 2

### New Blocks

* Venture Little Slipstream Booster
* Venture Left Gruntle Armour Block
* Venture Middle Gruntle Armour Block
* Venture Right Gruntle Armour Block
* Venture Whimpy Armour Block
* GSO Crafty Mike Cab
* GSO Agent Pow Cab
* Venture Suzie Vroom Cab
* Hawkeye Bomber Command Cab

### Design Tweaks

* The buttons for Co-Op Campaign and Co-Op Creative in the front end for have been swapped around for consistency with the single player menu.
* Increased the size of the Rogue AA Turrets in the Bomber Command mission and made them more likely to blow up when hit.

### Localisation Update

Translations have been updated for various languages:

Many thanks to the TT Translator team, in particular recent translations from:

* Nichlas Lafrenz
* Teraman64DD
* WispM
* Yusuf Agcakale
* Михаил Соколов
* 光轲

### Bug Fixes

* The Linear Motion Engine now spawns in Co-Op modes.
* Fixed crash bug caused when trying to open the Tech Manager as a Tech is being assembled that has just been deployed.
* Fixed crash bug when shooting blocks that are attached to a magnet with a shotgun.
* Fixed an issue preventing non-English text for "Racing" in the R&D Labs teleport menu from appearing correctly.
Version 0.3.3

**Version chronology**

**External links**

## New features / content / improvements

* Can now save at any point in the main game.
* Music and sound volume settings are now available in the sound settings screen.
* New ambient environment sounds.
* Added the Block Silo to the list of blocks that can have their recipe unlocked then fabricated.
* New models for the Emerald sources.
* Tweaked the plough to close the gap when 2 are placed next to each other.
* Tractor pads now attract resources from a greater height.

## R&D Pack

* The vehicle size limit in the R&D Test Chamber has been increased to 64x64x64 units.
* Ramps have been added to the R&D Test Chamber.

## Major Bug fixes

* The base position is now saved to prevent the base moving when repeatedly being unloaded and loaded.
* Vehicle blocks cannot be attached to the base now.
* Holes in the terrain with giant shards have now been fixed.
* A gap in the mid-ground of the terrain where 2 different levels of detail join is now correctly stiched together.
* Prevent vehicle snapshot retweets being incorrectly attributed to the person retweeting.
* Fixed flickering attach points when building.
* When a vehicle has multiple tractor pads, resources now go into the base as expected.
* Can no longer inadvertently tractor pad resources off the base.
* Fixed issue that allowed Venture wheels to intersect other parts of the vehicle.

## Known issues and bugs

* Game save: Certain game data is not saved currently:
	+ Pinned recipes in the base menu screens
* Base: Aspects of the Base UI are missing or have placeholder content.
* Base: It’s possible to jam the player’s vehicle under the base.
* A drone vehicle with a cab but no AI module drives away from the base instead of staying idle.
Version 1.4.1

**Version chronology**

**External links**

The Reticule Research lead experimenter, Atom, needs a new lab assistant to assist in some 'experiments.' Are you up to the task? Check your nearest mission board for more details.

You can now create your own blocks using our Modding Tool. New functionality means you can upload custom blocks to the Steam Workshop! For more info and instructions check our How-to Wiki here.

We've also included translation updates thanks to the TT Translators.

Enjoy!

## Patch Notes

### New Reticule Research missions

* Tesla Base
* Zero Point Hollow

### New mission blocks

* Reticule Research Cab
* Reticule Research Fabricator
* Reticule Research Scrapper
* Reticule Research Tesla Coil
* GSO Cab Chassis
* GeoCorp Cab Chassis
* Venture Cab Chassis
* Hawkeye Cab Chassis
* Better Future Cab Chassis

### New features

* Option added to confine the mouse pointer to the window when playing in non-full screen mode.

### Design tweaks

* A Reticule Research Tech has been added to the start of R&D Labs.

### Mod Support Update

* The Official Mod Support tools have been updated to support block modding.
* Please visit our official Wiki for information on how to make your own custom blocks.
* Further Mod Support tweaks and functionality are planned, so be sure to leave us your feedback on the forum thread linked above.

### Localisation Update

Translations have been updated for various languages:

Many thanks to the TT Translator team, in particular recent translations from:

* Dzi4d3k
* Szymonicus
* Teraman64DD
* WispM
* 光轲

### Known Issues

* Zero Point Hollow mission is currently not available in Co-op Campaign mode, but will be added in a future update.
* Reticule Research Payload Terminal is currently unavailable, but will be added in a future update.
Version 0.4.10

**Version chronology**

**External links**

## New features / content / improvements

* Undo feature added when more than 1 block is removed from a Tech or base.
* Gun warning can now auto dismiss when it has a line of sight again.
* Animation added to Scrapper base block.
* Dutch option added to language select with initial translations (many thanks Neo and MissDonkey).

## Game Design Tweaks

* There is now a 75% chance that blocks will be destroyed when detached from enemies in the main game mode. This change is to reduce the amount of blocks that are gained from a defeated enemy, which would sometimes jump the player’s progress too far forward, too quickly.
* Invaders now have the amount of charged batteries limited to a maximum of 5.
* Moved the armour plates over to GeoCorp in R&D and the Right Angle Bracket to Venture.
* Added more new enemy vehicles.

## Bug fixes

* Fixed problem of base conveyors not working sometimes.
* Fixed bug where chunks jump between conveyors on different Techs.
* Fixed block dragging/anchoring behaviour.
Reticule Research Resource Radar

An experimental radar unit. It doesn't seem to do anything unusual yet though.

The **Reticule Research Resource Radar** is a grade 1 Accessory block manufactured by Reticule Research. Like all Reticule Research blocks, it can be crafted with a Reticule Research Fabricator.

It has 16 attachment point(s) and takes up 18 cell(s).

## Usage

Despite its name, this radar has no advantages over its smaller counterparts due to its significantly increased cell count.

## Trivia

* The Reticule Research Resource Radar has an idle animation.
* Prior to RR's introduction, the resource radar's description implied that dragging a resource to its receptacle will reveal all seams of the resource on the player's radar temporarily. However, this ability was absent as of 1.4.3.
Venture Cluster Missile Launcher

This battery launches six micro-missiles into a swarming cluster that will home-in on any nearby targets. Fly my pretties! Fly!

The **Venture Cluster Missile Launcher** is a grade 2 weapon block manufactured by Venture. Like all Venture blocks, it can be crafted with a Venture Fabricator.

It has 6 attachment point(s) and takes up 4 cell(s).

## Usage

This weapon is rather versatile. Burst-firing six missiles with low damage, these missiles are shot in the orientation of the launcher's opening (enough to clear 3 blocks vertically). There's a brief period of non-functionality where they will be affected by gravity and will not chase anything, but still receive thrust.

The rockets will require a clearance of more than 8 cells from the ground to be launched from a side-position, so most of the time the launcher should only be oriented facing upwards, ensuring that the missiles can hit their target easily. The launch trajectory is also somewhat wide, and can be easily obstructed or blocked.

The missiles are not very impressive damage-wise, and the launcher is fragile and requires extensive protection. The upside of this block is the extremely high accuracy, superior to any other homing weapon available in the entire game. This effectively limits its targets to fast, agile enemies without strong shields, but since light targets have little battery capacity that is not a really big concern.

Hawkeye BMB is a heavier variant of this weapon that provides more damage, including slightly bigger splash radius.

## Trivia

* This is perhaps the only explosive weapon that deploys multiple projectiles simultaneously.
	+ Six missiles are launched when it's fired, effectively causing it to deal 600 damage if all of them connect.
* The description is a reference to an infamously misquoted sentence (Fly, my pretties! Fly!) in the 1939 film Wizard of Oz when the wicked witch launches flying monkeys. The actual quote is simply "Fly, Fly, Fly!"
Venture Roundabout Mortar

A twin barrel mortar launcher that can rotate all the way around and it can do it fast. Sure, these shells don't hit as hard as the GSO ones, or go quite as far, but they are much better at hitting their mark from a speeding buggy! While scaling the rocky shores of the Shetland Isles, an intrepid explorer by the name of Legionite once used one to scare off a flock of overly eager puffins.

The **Venture Roundabout Mortar** is a grade 2 weapon block manufactured by Venture. Like all Venture blocks, it can be crafted with a Venture Fabricator.

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

## Usage

As a frontline weapon it is outclassed by GSO 3-Pound Cannon, however mortar's main advantage is their homing projectiles, that can hit faster techs more reliably, and steep firing trajectory, that allows to place them where other cannons would have no reliable firing line.

Roundabout Mortar also take less space than Venture Avalanche Launcher that has the same role (and better DPS).
Version 0.5.7

**Version chronology**

**External links**

## New features / content / improvements

* Game detects fatal errors and allows output log file and game save file to be automatically uploaded to our server so we can investigate.
* Added option in Pause screen to report other bugs directly to Payload Studios.
* Optimise memory usage (saves up to 500MB at startup).
* Changed the Mini Base encounters so that they can spawn in a new location each time a new game is started.
* Updated the layouts of Mini Bases and the Techs that spawn with them to include more crafting parts and have a greater variation of Harvester and Guardian Techs.
* New Resource Giver rocks have been added for Plumbite, Titanite, Rodite, Carbite and Oleite. There are also vanilla rocks that do not contain any of the resource chunks. Hunting for these resources is now more of a challenge than just spotting them. Due to this change the distribution of the resource givers has changed.
* Improved the Sumo menu flow by simplifying it.

## Game Design Tweaks

* The Payload Terminal is now indestructible.
* Removed AP from underside of Fixed and Rotating Anchor.
* GSO Machine Gun sound improved courtesy of TailsDeveraux’s input

## Art Tweaks

* Added “Normal Maps” and “Smoothness” maps to the terrain types in all biomes.
* Pushed back the Fog distance and adjusted the fog so that terrain in the distance loads smoothly.
* Reduced the lighting to a “normal” level and adjusted the textures to a standard baseline.
* Added new Rocks to the Grasslands, desert and mountain areas.
* Adjusted transparency of trees to improve view of player Tech through a forest.

## Bug fixes

* Fixed various crash bugs.
* Fixed base disappearing bug.
* Fixed issue with GSO Techs sliding down hills.
* Fixed bug with large Techs not snapshotting correctly.
* Fixed numpad 0 not triggering spawning of Tony enemy Tech.
* Correct damage shader colour when HDR is off.
* Now prevent a block held by the player from disappearing.
* Increased text box size for tutorial text to prevent it getting cropped.
* Fixed pricing error on Thermia Ingot, it’s now worth BB200 again.
* Fixed holes in Terrain (e.g. south of starting position).
Version 0.2.7

**Version chronology**

**External links**

**Including updates 0.2.7b & 0.2.7c**

## New features / content / improvements

* Save & load game state - 1st pass implementation.
* Game saves when exiting via the menu
* See known issues for data that doesn’t get saved yet.
* Base Fabricator UI - 1st pass implementation for all components.
* Tutorial updated to explain how the new Base UI works.
* Can now grab vehicle blocks through semi-transparent trees.
* More vehicles using the Venture blocks are added to the main game.
* New Hill Hopper checkpoint challenge replaces Mountains of Dooooom.
* New Venture blocks - Front spoiler, mini-rear spoiler, booster.
* The attract mode now uses a variety of vehicles and biomes.
* The challenges are now sorted by Racing Challenge, Flying Challenge and Sumo Showdown.
* Loading from Twitter will now cache the previously loaded images
* When loading from Twitter, the name of the person who tweeted a vehicle is now displayed.

## Bug fixes

* Game save: After loading a saved game, enemy vehicles now appear correctly again. [Fixed in 0.2.7c]
* Game save: After loading a saved game, detached parts lying on the ground will no longer incorrectly collide with the base shield. [Fixed in 0.2.7c]
* Game save: There are multiple instances of scenery items when saving a game then watching the biomes in the attract mode change several times before continuing the saved game. [Fixed in 0.2.7b]
* Base: The rotating base block cannot be grabbed from the fabricator. [Fixed in 0.2.7b]
* The base is firmly attached to the ground now and will not vibrate anymore.
* Detaching a vehicle block when inside the base shield will no longer repel any attached blocks off at great speed.
* Hover pads no longer repel against the base shield and now behave correctly inside the base shield.
* A white arrow used in the tutorial no longer appears incorrectly if the player goes to the base before firing a weapon.
* Sumo Showdown ends correctly with game over when a ring out occurs.

## Known issues and bugs

* Game save: Certain game data is not saved currently:
* Pinned recipes in the base menu screens
* Whether the base shield is active
* Vehicle block health
* Resources in holding beams may not be restored exactly as they were
* Game save: The game will not save when clicking on the close window button in windowed mode of by pressing Alt+F4 to close the game.
* Base: Aspects of the Base UI are missing or have placeholder content.
* Base: When a vehicle has multiple tractor pads, it may be tricky getting resources from the vehicle's tractor pads onto the base receiver.
* Base: It may be possible to jam the player's vehicle under the base.
* Base: Base components other than the receiver should not pass objects back to vehicles.
* A drone vehicle with a cab but no AI module drives away from the base instead of staying idle.
* There are some graphical holes in the terrain.
Venture Pinwheel Propeller

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

 A small, modestly priced entry level propeller. Perfect for a budding flight enthusiast's first foray into the open skies. Or useful to bulk up the power and use up any spare space on a larger aircraft.

A small entry level propeller for budding flight enthusiasts.

This is the smallest propeller in the game, with a size of 1 block.

The propeller only works correctly on a plane if it is mounted facing forward, with the blue tip of the propeller facing forward. If it is placed facing backwards, it will produce backwards thrust when the plane is flying.
Unstable Version 0.8.2.4

**Version chronology**

**External links**

## Design Tweaks

* The game is now paused when we open the Steam overlay.

## Bug Fixes

* Fixed number of obscure crash bugs.
* The game now displays "No Techs Available To Load" when the load Techs menu is empty.
* Fixed issue where the game would forget the 'Last Used Tech' when loading a game saved while mid death.
* Info for saving Techs and sharing Techs now displays the correct path to your snapshots folder.

## Known Major Issues

* Switching between game modes may cause the Tech targeting to stop working correctly.
* Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
* Translations for non-English language support is still work-in-progress for most languages.
Version 0.6.4

**Version chronology**

**External links**

This update improved the appearance and layout of the in-game HUD. These changes include:

* The HUD is overall smaller, simpler, and transparent.
* Mission Logs were moved to the top left corner. The mission selection is now collapsible.
* Money and HUD elements for the altimeter and speedometer were moved to the bottom center.
* The radar was moved to the bottom right corner.
* The coordinates were merged with the radar.
* The Snapshot button was moved to the bottom left corner and made smaller.
* For R&D and Gauntlet mode, the Tutorial, Load Tech, and Respawn buttons were moved to the bottom left corner and made smaller
* The dialogue boxes were changed.
* The block painting UI was made smaller, and more space was made for block descriptions. There is also more space for new Corporations to be added.
* In the shop UI, the Techs and Blocks buttons were moved to the right. They now use icons instead of text.

Unlike other updates, this version does not have release notes featuring all the changes.
Venture Repair Bubble Projector

This repair bubble is small, but heals fast and has a low power drain.

The **Venture Repair Bubble Projector** is a projector power block. Once powered up, this bubble will repair any damage done to your blocks as long as you have the energy to power it.

## Functionality

Repair bubbles form a healing sphere that will repair damaged blocks within them at the cost of energy. They will heal all damaged blocks simultaneously, as opposed to repairing them in an order.

Repair bubbles demand an initial power cost to start up, then passively drain more power while they are activated. They will drain more power if they repair a block. Power can be supplied from generators or batteries.

The effect of repair bubbles stacks ,meaning that the blocks covered by 2 repair bubbles will benefit from both

This bubble has a diameter of 7.5 blocks.

The Venture Repair Bubble Projector has the smallest bubble size, which means the highest energy efficiency a̶n̶d̶ ̶t̶h̶e̶ ̶f̶a̶s̶t̶e̶s̶t̶ ̶r̶e̶p̶a̶i̶r̶ ̶s̶p̶e̶e̶d (this was changed at some point in the past ,currently although they flash green and tick faster ,they heal for half as much per tick ,meaning they are 50 slower then Gso Repair Bubble Projectors overall. Venture RB is great for small craft with very low power capacity.

## Energy Costs

 GSO Small Battery Cell | ?
 GeoCorp Battery Pack | ?

For example, 2 GSO Small Battery Cells will power 1 Venture Repair Bubble Projector (provided the projector is not healing anything) for around 20 minutes
Version 0.4.7

**Version chronology**

**External links**

## New features / content / improvements

* Overhaul of enemy population:
	+ Between 50-100 new enemies added.
	+ More 'Hybrid' enemies added for variation.
	+ 'Critters' & 'Nomads' population types added (different spawning rules and behaviours).
* Enemies now spawn depending on biomes, (Grassland = GSO, Desert = Venture, Mountain = Geo Corp and Salt Flats = Exp and GSO)
* Invaders no longer spawn in Grassland biome.
* Discovered recipes now display in fabricator, refinery and scrapper overlays.

## Game Design Tweaks

* Tweaks to the tutorial messaging.
* General tweaks made to the HUD.

## Bug fixes

* Fixed some issues with Twitter Authorisation (Log in for Twitter will be required again).
* Leaving the game to watch Twitch now pauses and unpauses correctly.
* Dispensers now indestructible (fixing infinite item spawn bug).
* Made things a little easier for AI farmers to get around.
* General optimisation.
Venture Burn LED

None

The **Venture Burn LED** is a Light block.

Tiny and light, it casts a moderately bright, orange, omni-directional light in the surrounding area.

Approximately equal to the GSO Storm Lantern but brighter and orange, though physically larger.

"These bright orange light emitting diodes are an excellent and efficient choice for lighting your Tech on night adventures."

]]
Version 0.2.4

**Version chronology**

**External links**

## New features / content / improvements

* The terrain in the main game now has terrain blending between areas of grasslands and areas of dessert.
* Tutorial messages have been added to explain how the base works.
* More resources have been added to the Base Refinery and Delivery Cannon menus.
* More recipes have been added to the Base Fabricator to allow all GSO blocks to be fabricated.
* Screen space ambient occlusion (SSAO) has been improved on the terrain rendering.

## Bug fixes

* When the base shield is up, the base components’ health is restored over time.
* When the player’s damaged vehicle blocks are healed in the base shield, the red damage effect disappears.
* When any component of the player’s base is destroyed, it now correctly triggers a Game Over.
* The Flat Out checkpoint challenge terrain now has a blue tint to m

## Known issues and bugs

* The shield does not repel enemy vehicles yet.
* When a vehicle has multiple tractor pads, it may be tricky getting resources from the vehicle's tractor pads onto the base receiver.
* It is possible to jam the player's vehicle under the base.
* Base components other than the receiver should not pass objects back to vehicles.
* A drone vehicle with a cab but no AI module drives away from the base instead of staying idle.
* There is a graphical glitch at the beginning when starting a new game.
* There are some graphical holes in the terrain.
* Oil resources are missing from the world, preventing certain blocks from being fabricated.
Version 0.5.11

**Version chronology**

**External links**

## New features / content / improvements

* Safe areas added around Player Techs and Anchored Base Units. Enemies will not spawn within these areas.
* Graduated the Half Blocks from R&D Test Chamber to GSO corporation.
* Graduated the Three, Four and Five Blocks from R&D Test Chamber to GSO corporation.
* Graduated the Short, Long and U-shape Brackets from R&D Test Chamber to the Venture corporation.
* 200 new Community Core Techs added to the population
* New Experimental Altimeter block added to the R&D Test Chamber.
* New Experimental Speedometer block added to the R&D Test Chamber.
* New Experimental Wing Middle block added to the R&D Test Chamber.
* Added Experimental Prototype Conveyor, Filter, Tractor Pad and Receiver Blocks to the R&D Test Chamber.
* Added a prototype blocks example base to the R&D Test Chamber.

## Game Design Tweaks

* Increased the survive on detach chance of all blocks to 75%.
* Increased the price of the 3-Pound Cannon (1650), Oozee (2000) and Megaton Cannon (4000).

## Art Tweaks

* New Desert biome trees and clutter.
* New Mountain biome clutter.
* New Grasslands clutter.
* New resource chunk cursor.

## Bug fixes

* Fixed various crash bugs.
* Fixed crash on trying to load a corrupt save file.
* Propellers now play sounds when Tech is grounded.
* Jets no longer play sounds when they have run out of fuel.
Version 0.3.6

**Version chronology**

**External links**

## New features / content / improvements

* The main game now has a mini-map.
* Adding the radar block shows the locations of enemies on the mini-map.
* Player now has the option to quit the current game without saving.
* If the player dies, there's an option to restart from the last game save.
* GSO Kraven Radar Module can now be fabricated.
* Venture Seraphim Nose Propeller can now be fabricated.
* Clutter has been added to the desert environment.
* Loading vehicle screen now has a scroll bar.
* Ongoing performance optimisations.

## Game Design Tweaks

* When enemy vehicles explode, the blocks are thrown out at greater speed to make scavenging slightly more challenging.
* The speed of laser fire has been increased.

## R&D Pack

* Venture Seraphim Nose Propeller block added to the Test Chamber.
* Hub Wheel block added to the Test Chamber.
* Cow Catcher Plough block added to the Test Chamber.
* Angled half blocks added to the Test Chamber.

## Bug fixes

* The base no longer loses its anchor when loading a saved game./li>
* Fixed a gap in the Sumo arena between the main floor and outer edge./li>

## Known issues and bugs

* The menu options incorrectly disappear when the background fades to black to transition to a new environment.
* Some blocks protected by guardians to do not unblock properly some of the times.
* Game save: Certain game data is not saved currently:
	+ Pinned recipes in the base menu screens
* Base: Aspects of the Base UI are missing or have placeholder content.
* Base: It's possible to jam the player’s vehicle under the base.
* A drone vehicle with a cab but no AI module drives away from the base instead of staying idle.
Version 0.3.5

**Version chronology**

**External links**

## New features / content / improvements

* New Christmas Defence challenge – Defend the Christmas presents that sit around the tree and stop them being taken by the enemy vehicles. See how many waves and how long you can last for.
* Can fabricate a new stabiliser block.
* Menu screens now display properly at different resolutions.
* A camera spring slider has been added to the camera options screen.
* A checkbox to disable controllers has been added to the controls options screen.
* A checkbox to toggle anti-aliasing on and off has been added to the graphics options screen.
* Various dialogue boxes can now be scrolled with the mouse scroll wheel.

## Game Design Tweaks

* The Thimble Tractor Pad capacity has been reduced from 5 to 3.
* The Guardian locations have been moved further from the base to spread them out a bit.

## R&D Pack

* The Christmas Defence beards and hats are available in the Test Chamber.

## Major Bug fixes

* Guns no longer target dispensers.
* Wheels stop throwing up dust when the vehicle is stationary.
* Dispensers holding large Geo Corp blocks no longer throw them out of the holding beam
* The fabricator menu now loads faster.
* Fixed issue where opening base dispenser leaves tutorial message on screen.
* Fixed issue where non-Sumo Showdown vehicles can be loaded into the Sumo arena.

## Known issues and bugs

* The base can become un-anchored from the ground.
* Some blocks protected by guardians to do not unblock properly some of the times.
* Game save: Certain game data is not saved currently:
	+ Pinned recipes in the base menu screens
* Base: Aspects of the Base UI are missing or have placeholder content.
* Base: It's possible to jam the player’s vehicle under the base.
* A drone vehicle with a cab but no AI module drives away from the base instead of staying idle.
Version 0.2.3

**Version chronology**

**External links**

## New features / content / improvements

* Improved the response time of the in-game cursor.
* Tweaked game balancing values for enemy vehicles:
	+ Reduced the number of enemy vehicles being spawned in the first waves.
	+ Enemies now spawn further away from the player
	+ The calculation for size and firepower of enemy vehicles relative to the player vehicle(s) has been turned down a bit.
	+ The rate of degradation of blocks knocked off enemy vehicles has been doubled so they should like twice as long before they self-destruct.

## Bug fixes

* The shield of the player’s base no longer heals enemy vehicle blocks.
* Right-clicking on the base menus no longer rotates the game camera.

## Known issues and bugs

* The shield does not repel enemy vehicles yet.
* When a vehicle has multiple tractor pads, it may be tricky getting resources from the vehicle's tractor pads onto the base receiver.
* It is possible to jam the player's vehicle under the base.
* When a damaged block is restored back to full health, the red damage effect does not disappear.
* The damaged components of the base do not restore their health yet.
* When the base shield is destroyed, it should be game over. Instead, the game carries on, allowing the player to attach the base parts to their vehicle.
* Base components other than the receiver should not pass objects back to vehicles.
* A drone vehicle with a cab but no AI module drives away from the base instead of staying idle.