Font provided by Sylver TTMM This version of TTMM is no longer available For newer versions, please look here: TTMM 2 Spoiler: Old DISCLAIMER: FILES ON THE CLOUD ARE PROTECTED, AND ONLY GIVE ACCESS TO MODS FOR THOSE WHO HAVE A LEGITIMATE COPY OF THE GAME. LEAKING GAME FILES IS CONSIDERED ILLEGAL. THIS PROGRAM CHANGES THE EXISTING FILES OF THE GAME AND CREATES NEW ONES. THE GAME IS BACKED UP TO THE PC DIRECTORY WHEN FILES ARE CHANGED. THIS PROGRAM USES THE MEGAAPI, AN API SERVICE THAT ALLOWS ENCRYPTED STORAGE AND TRANSFERRING ON THE PROTECTED MEGA CLOUD. DO NOT ABUSE THIS SERVICE. FILES SHARED ON CLOUD ARE PRONE TO MODIFICATION BY CERTIFIED MODERATORS WITHOUT WARNING. FILES CAN BE GRABBED FROM OTHER SOURCES. THEY ARE NOT REGULATED. You must ensure that any content you create with a Game or relating to a Game (including any mod): - does not infringe the intellectual property rights or other rights of any person - does not contravene any applicable law or regulation - is not offensive, defamatory, objectionable or inappropriate to be viewed by children under the age of 10 - does not contain any virus, trojan horse, malware, spyware or hidden content Download, MEGA Link: Link (Download the latest one) Uploading: If you want to upload a mod, the first thing that you would want to do is apply your mod to the version of the game made for. Once you do this, create a copy of the TerraTech64_Data in a different location, and remove all the files which are not changed with the mod. Once you're ready, drag n' drop the folder to the required place in the upload, and fill out the rest. - ONLY KEEP NEEDED FILES FOR MOD Unzipping & External Downloads: Decrypting .zip files from a download will spew out all the contents of it to that file's location. Names of these files mean nothing at all. Downloads from other locations allow for having mods be more dynamic. Like GitHub, for example. If a file ends with .link, after the normal format of that download, TTMM will download from that location inside the file. This can be combined with the unzipping for very cool stuff. For example: file.zip.link with the text inside set to https://example.com/files/examplezip.zip will download the file data into file.zip, then extract to the file's folder. Creating Image Link: For the Image Receiver. If you want an Image Link, (Functional as of 3,0,0 ) add to the name of the image both 'ttmmlink' and 'ttmmendlink'. Within the two, add your key phrase for finding the mod. Do remember that any '-' or '_' or '+' will be turned into a space. It also does not (currently) work through keywords. Just phrases. To test it yourself, you can try to drag the above image to the receiver! ALSO: Caps is unimportant. Don't think it is. Making Changes to ROOT: New feature as of 4,1,0 is the allowance to add mod files and folders to the root of the game. To do this, all you have to do is create a folder at the beginning of your upload called %root%. What this will do is make the program run a special prototype import, which only creates files if they are not game (or game made) files, and allows creation of disposable folders. If a (game) folder already exists, it can still put more folders or files in it. What it can NOT do is access the _Data folder. That's out of the %root% folder. So, technically, you can make uploads which give players a list of cool techs. Due to changes with saves, probably not that. In case you're confused, think of it like this: Just like how you edit the assembly file with: "My Mod Name\Managed\Assembly-CSharp.dll", you can make a mod with a tech with: "My Mod Name\%root%\DynamicLaunch.exe" If you still have questions, let me know Avast! (free antivirus) apparently returns a false positive for this program. Don't be concerned, I'm not that kind of guy. If there are any other false positives, please do let me know. Thanks goes to @Doctype for aid in development Update Log image will change UPDATE LOG (Image): If you have any problems, please let me know.