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Scrapping Simulator News

Major Update - v0.36

[h2]Updates to v0.36[/h2]

  • Reworked the KW/h System to resemble the actual wattage per hour based on game hours, to provide a more accurate KW/h reading and be more consistent throughout the game.

  • Changed the Default Power usage from 20KWh to 10KWh and lowered All Default Lights and LED Light KW per hour usage to accommodate for the change from real-time with multipliers to Game Time hrs.

  • Added the Beginner and Extension Solar Panel Kits as purchasable upgrades from the Hardware Store that will help reduce the Cost of Power Bills - The Beginner Kit comprises of 4x Panels able to produce up to 1200Wh (1.2KWh) of power each at optimal times - The Inverter which the Player can check to view the current power being produced by the Panels - The Extension Kit comprises of 18x Extra Panels to further increase your Power Generation, for a total of 26,400Wh (26.4KWh) Max - To simulate a bit of realism, the Power sold back to the Power Company is Valued 75% of that that the Player pays to use per KW, which still over time both the Upgrade Cost and Bill costs will Pay for themselves, given the player remains responsible with power usage.

  • Reworked the 'Pop up at Home' purchasable objects from the Hardware store, which are now purchased as a Cardboard Box, the Box(es) will need to be returned home and placed in their assigned spot - Which also reworks the way the 'Intruding Object Checker' works, you will be able to purchase any object regardless of if it's pre-req item is placed or not (still needs to be bought first), if the object intrusion checker is red the box not be able to be placed, if its green it will be unpacked and the player will be left with an Empty Box.

  • Updated the Hardware Buyable's Sale Symbol so the '$' Icon is Green when the Item can be purchased, Orange when the player does not have enough cash to purchase though the limit has not yet been reached, Yellow if a Parent object is required and not yet purchased and Red when the Item can no longer be purchased (limit reached).

  • Along with the Above Changes there has also been a 'Category' Line added to the Hardware Store Buyable's to briefly explain what the Object is associated with, for example the Furnace related Items are within a 'Furnace Kit' Category and the Chemical Refining Objects are within a 'Chemical Refining' to better indicate what objects are associated/linked together.

  • Added a 'Required Object:' line to the Hardware Store Buyable's to display what Item is required to purchase the object.

  • Fixed not being able to Sleep when Loading into Low Energy, The Life System Script should now Update upon loading to allow sleeping if already surpassed the Sleep-able Trigger.

  • Reworked the Data Storage Method for the Hardware Store Purchasable and made it more dynamic to allow a difference between Owning, but not yet placed, or Owned and Placed, or not Owned Not Placed

  • Added a Green Indicator to the Trolley - when carrying any object you will be able to see the Acceptance Bounds of the Trolley, making it easier to see where Items can be stacked.

  • Made a dynamic seasonal event system, that automatically enables and disables seasonal themes.

  • Fixed the Crucible not being detected by the Trolley.

  • Made it so anything that is not marked as a Chemical will no longer be detected by the Beaker, which will avoid any unnecessary popup warnings.

  • Added a 'Left Handed' accessibility setting within the Gameplay Settings Tab, which allows players to toggle between the Left and Right Handed Key Maps (These specific Key Mappings can be viewed within the Controls Settings under the new Left Handed Controls Tab.

  • Included in the Description of the Ingot Storage Rack that it is for holding Base Metals.

  • Added the 'Total Power Used' and 'Total Power Generated' stats to the Player Stats Tab

  • Reworked the Water Shader to suit the theme a little better, also added some water environment objects and aquatic life to improve the visual aesthetics.

  • Lowered the overall Street Light LOD Distances, improving Performance during the Night/Early Morning on all Quality Levels.

  • Removed the old 'Metal Trades' Page from the PC seeing as it was no longer active.

v0.35.3 Update

Update v0.35.3 Is Live!

[h2]Patch notes:[/h2]
  • Fixed the Bug where Sometimes the Pickup Object and Secondary Text Prompts would sometimes not show up.

  • Fixed the Gap between the Hedge and Fence where the Player could get stuck.

  • Added a 'reset_player' command which will teleport the player to the closest Safe Location should the player become stuck.

  • Fixed the Bug where the Price Reductions for the Hardware Store prices would be further reduced each day.

  • Reworked the System that handles the Purchase of Hardware Store Objects to be far more efficient and effective.

  • Introduced a 'Game Error' Popup, This popup will show up like a normal Popup but has Red Text and advises to Press 'F5' to open the Debug Logs, however it will only show up with errors that have been Predicted, any unpredicted errors won't unfortunately show this error.

v0.35.2 Update

Update v0.35.2 Is Live!

[h2]Patch notes:[/h2]
  • Fixed the Laptop Motherboard not being able to be removed which was due to the Child Objects for the RAM Slots staying active.

  • Reworked the entire Version Checker System, which not only optimizes the process but also now dynamically handles the use of Different Characters due to Region Specific Languages (such as the version being displayed as 35,1 instead of 35.1) - which this fix will give European Users the same experience as others.

  • Fixed the bug where the Scrapper Crypto Coin wouldn't be awarded according to the Time Skipped when Sleeping, but would still calculate the Power Use and cutting into profits.

  • Fixed the Typo in the Price Chart for the Crypto Coin and increased the Maximum price the Coin can reach to provide better pay-outs when selling/withdrawing when the price is high.

  • Made it so the Tutorial UI can be clicked through allowing to Close PC Programs etc while doing the Tutorial.

  • Opened up the gap near the Ocean and the Fence near the Scrap Yard to Save travelling all the way around.

  • Improved the Fence LOD Distances so they pop in a a greater distance making it harder to notice.

Hotfix v0.35.1

Hotfix v0.35.1 is now available.

This is just a small patch to fix a few bugs contained within v0.35

[h2]Patch Notes:[/h2]
  • Fixed the Incorrect Storage Amount on the Material Storage Bucket Purchase Description.

  • Fixed the Misnamed Laptop 4 & 8GB DDR4 RAM Modules

  • Fixed some Laptop RAM Modules missing their Animation and others going the wrong direction.

  • Fixed the Bug where you could change the Materials within the Bucket - The removal is now based on the Contained Material, rather than the Selected Material.

  • Fixed the Typo (Gold instead of Silver) in the Beaker Process.

  • Fixed the Typo with the Power/Electricity Meter.

  • Improved on the Interaction method which should provide a slight performance boost.




Major Update - v0.35

[h2]Updates to v0.35[/h2]

  • Added NPCs that occasionally come out of their house, walk around and then go back home to add a little more liveliness to the town.

  • Implemented Upgraded Purchasables of each Tool (Phillips Driver, Flat Head & Pliers) which can be purchased at the Hardware Store, these Tool Upgrades halve the required Disassembly Time, greatly Improving Efficiency, which the Time Bonus also Stacks with Perks.

  • Along with the above tool upgrade I have also implemented a Dynamic Time adjustment for the Animations of Component Removal with increased removal time, rather than cutting the animation off early the animations play speed will be based on the current removal time, allowing the full removal animation to play at a faster speed with upgraded tools.

  • Reworked the Email System to use NPC Names and Icons of the NPCs that can be found wondering around and to be more Australian themed rather than just Random Names which Links Received Emails to NPCs in the World.

  • Fixed the hole in the Pliers Tool Placeholder (green) Model.

  • Fixed the Bug where the Auto Disassembly for Sub Parts would sometimes zoom in really close.

  • Fixed the bug with the Chem Station not removing certain old Data when saving and Duplicating Ingots.

  • Fixed the bug with the Shop Doors playing the Opening/Closing Sounds when the Shop is Closed and Doors are locked.

  • Added the Chem Beaker to the New Interaction Text Info UI when providing information about the current Beaker State.

  • Fixed the Bug where the Tutorial DVD Player would respawn each time loading in.

  • Fixed the Notification for Objects Falling through the Map, it now states the box is in the Lounge Room and is Called the 'Lost & Found' box rather then Bug Box.

  • Made it so if the Player is Zoomed in before starting Disassembly it will Automatically Un-zoom to save causing issues for the Disassembly Zooming/Moving functions.

  • Made it so un-collected E-Waste (aka Street E-Waste) near the Trash Cans is Saved/Loaded and will no longer re-generate when loading into the game (if your saved version is less than v0.35 then you will get a fresh set of items upon loading in and from that they will be saved/loaded as they are).