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Weapon keybindings

Drills

Buzzsaws

Hammers

Scoops

Plasma lazers

Magnet toggle

Mobile solar panels

You must stand still. Solar panels cannot be used while beam/build mode is active. Solar panels on techs work at 20% efficiency.

Download

Installation

Configuration

I spend some time making a mod that allow you to have more control over your tech.The main feature of the mod is to allow you to bind keys to predefined groups of weapons on your tech.The groups are split up as follows:Pressing the button bound to this group will activate all blocks on your current tech that belong to that group. You can assign the same button to multiple groups.In the configuration you can specify a button that will allow you to enable and disable the magnets on the tech you are controlling. A limitation of this feature is that you can only disable magnets on the tech you are controlling. Switching to another tech will re-enable the magnets.Enabling this setting allows for solar panels to be used on techs; with a few balance considerations:You can download the modded assembly here Unpack the zip filePut the Assembly-CSharp.dll file in the game folder at:/TerraTechWin64_Data/Managed/Assembly-CSharp.dllAfter installing the mod, launch it.The mod now has created a file at the root of the game folder named "mod.maritaria.settings".In this file you can edit the settings of the mod. For settings specifying a keycode you can find a list of keycodes here . To apply changes made to the settings you have to restart the game.If you want to reset your settings to the original values, delete the settings file and start the game.Let me know if you run into trouble, need help or have ideas.Have funEDIT:I made the mod using dnSpy ( github ) which is a tool you can use to edit managed assemblies.All put all the editted code in the "Maritaria" namespace if you want to have a look.