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Scrap Mechanic News

Update 0.6.5, 0.6.4, 0.6.3, 0.6.2, 0.6.1 (Updated June 21)

Hi Mechanics!
The Challenge Mode Update is finally out and we have started collecting bugs and issues reported to us.
If you encountered some new bugs, please let us know down below in the comments. A lot of fixes are on the way.

0.6.5 (June 21):
  • Fixed invisible reward customization item when unlocked in the dressbot
  • Fixed an issue where the lift counted bearings and suspensions twice
  • Fixed invisible loot objects when dropping the sledgehammer or spud gun in challenge mode
  • Fixed a shader issue caused by an intel 10gen UHD graphics driver bug
  • Fixed slow loading times when loading tiles with a very large amount of objects in the tile builder
  • Fixed wrong shapeset path in example blocks and part mod
  • Fixed validation issue for json arrays in mod tool
  • Fixed a crash when modifying the HUD related to the new item pickup display


0.6.4 (June 16):
  • Fixed an issue that could cause the character to be rotated in the challenge victory screen.
  • Smoother player character and enemy rotation.
  • New item pickup display
  • New images on crashed ship and mechanic station waypoints
  • Inputs no longer get stuck when entering and exiting seats while holding keys
  • Fixed bad performance in custom creative worlds with lots of water
  • Fixed another issue chat caused the stuntman outfit to be unlockable from garment boxes
  • Fixed an issue that could cause stone nodes to float in the air
  • Added missing upgrade effect on craftbot
  • Added missing pick-up sound to the tutorial bucket
  • Fixed an issue where the loadingbar popup would be misshaped when downloading content
  • Fixed an issue where the horn pitch did not persist after leaving and rejoining
  • Fixed an issue where the level intro cinematic would not play in challenge mode
  • Fixed a bug where some HUD GUI elements were visible during challenge mode camera
  • Player health resets to full when challenge resets or changes level
  • Fixed a bug where enemy spawners in challenge mode didn't rotate spawned enemies correctly
  • Fixed a crash that could occur when building joints on shapes that got removed
  • Fixed a common crash that could randomly occur
  • Projectiles can now have modded effects
  • Lua GUIs can play modded effects
  • Added setColor function for joints
  • Fixed a bug where tools didn't show up in the mod inventory
  • GuiInterface's createHorizontalSlider now has an option to invert the slider
  • Fixed a bug where the showInInventory json setting was ignored by the mod inventory
  • Changed sm.log logging functions to take a variable amount of arguments


0.6.3 (June 7):
  • Fixed an issue that caused the Applicator outfit to not be unlockable
  • Fixed a bug that caused the camera to move when alt-tabbing back to the game
  • Fixed a performance issue for worlds with many interactable shapes
  • Fixed a crash that occurred when leaving games
  • Fixed a positioning issue with the Ball Socket effect
  • The handbook is now visible when dropped on the ground
  • Mod Tool custom icons checkbox now works


0.6.2 (June 2):
  • Fixed rendering issues on intel graphics devices causing miss shaped or invisible craftbots and driver's seats
  • Fixed an issue that could cause beds and raids to not work
  • Fixed an issue that caused custom worlds to not load properly (You might need to restore the backup found in C:\Users\\AppData\Roaming\Axolot Games\Scrap Mechanic\User\User_\Save\Backup)
  • Fixed crashes where lua scripts sent invalid numbers to physics
  • Fixed a bug that caused the health bar to fill up when rejoining a game
  • Fixed a bug that caused paint tool visualization to stay after the tool was unequipped
  • Fixed missing effect when hitting things with the sledgehammer


0.6.1 (June 1):
  • Fixed issue where some stuntman outfit pieces showed up in garment boxes
  • Added missing stuntman outfit names
  • Fixed an issue with the seated first-person camera position
  • Fixed an issue where old creative worlds would not load
  • Crash fixes

Challenge Mode Update 0.6.0



Calling all Mechanics!

The Challenge Mode update is finally here along with a bunch of other exciting additions!

Initially, our focus was just to wrap up Challenge mode. However, we ended up adding a lot more than that. We ended up with a much bigger and better update that we hope has something for every kind of Mechanic.

Here are a few highlights from this update:

Challenge Mode
10 new challenges have been added, for a total of 50. Complete them all and unlock a very special Stuntman outfit that will prove that you have the chops to be a true Scrap Mechanic.

Bots in Challenge Builder
Give your custom-made challenges some more oomph with the new Character Spawner part. Spawn bots inside the Challenge Mode and create your own tailor-made shooter or any kind of challenge you can come up with!

Survival Tutorial
If you’re new to Scrap Mechanic, you might have trouble coming to grips with Survival mode. With that in mind, we have put together an onboarding experience that lets you learn the ropes that’s both fun and easy!
The start of the game now includes a series of quests that teach you the basics, as well as the new Builder Guide part that helps you build a basic vehicle from start to finish.

Optimizations
Ragdoll simulation for knocked-out characters has been greatly optimized. This makes big bot raids run a lot smoother when a lot of them ragdoll at the same time. We have also worked on character collision detection, in order to further improve the game's performance.

Improved Mod Support
We have worked on greatly improving Mod support, so Modders can have a much wider range of options and possibilities than ever before.
Our goal is to allow you to pretty much create your own games within Scrap Mechanic. To show that off, we went ahead and made our own little mod, called Scrap Mechanic Golf. To play it, download it from the Workshop. Then, head to the Game Mode selection and click the new Custom Games button in the upper right corner!
What are you waiting for? Get out there and hit ‘em straight!

Scrap Mechanic Golf

Also! new Mods by talented Mod creators are already starting to show up on the Workshop.

This time we would like to highlight Raft Mechanic. A really impressive mod with quests, new parts, tools, and more! If you enjoy Scrap Mechanic and Raft, then this is a great mod to check out.
Let's give these skilled creators some love!

Raft Mechanic

Enjoy Mechanics!

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Update 0.6.0 Test (Updated May 30)

Updated May 30
  • New quest tracker HUD
  • Added support for adding/removing dependencies to other mods in the Mod Tool
  • Other mod dependencies show up in Tile Editor and World Builder when launched from the Mod Tool
  • Fixed a crash that occurred when generating icons for blueprints in a custom game mod with translation files
  • Fixed bug where part names in mods would fail to fallback to English when translation to selected language was missing
  • Fixed crashes where json files would contain invalid numbers
  • Fixed builder guide icon positioning
  • Electric Engine powers up significantly faster

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Updated May 25
  • Added support for modded log book entries in custom games
  • Fixed bug where too long names for mods and blueprints would not upload to steam
  • Fixed bug with health bars in challenge mode showing up for clients
  • Fixed crash when attempting to weld joints against joints
  • Fixed bug with missing fires and other script data when entering old worlds
  • Fixed bug with modded items having the wrong sorting order in inventory
  • Fixed bug with sm.joint.setTargetLength not working with pistons added in survival
  • Fixed bug when carrying objects and got incorrect interaction prompts
  • Fixed bug where menu music would continue to play when starting a custom game

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Updated May 24
  • Added prefabs to the Mod Tool Tile Builder
  • Horn GUI improvements
  • Blueprints can again have flat shapes but should no longer cause crashes
  • Fixed a crash that occurred when blueprints had invalid joint json
  • Fixed a crash that occurred when renderable json files had an invalid root object
  • Added option in script API to stop effects with stopBreakSustain, this allows some looping sound effects to end correctly when triggered from scripts

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Updated May 23
  • Added blueprints to the Mod Tool Tile Editor (Must be in $CONTENT_DATA/Blueprints)
  • Added tools, projectiles, melee attacks och harvestables to Blocks and Parts mods
  • Fixed a crash related to the Controller
  • Fixed crash that occurred when projectiles were fired in an area triggers projectile hit callback

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Updated again May 20
  • Added a temporary quickfix for looping sounds. (A better fix coming next week)
  • Waypoint nodes available in the in-game Tile Editor

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Updated May 20
  • Added nodes to the Tile Editor
  • Custom Game mods can define their own nodes
  • Crash fixes

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Updated May 19
  • The horn GUI is back (still work in progress)
  • Added scrollbar functions to the script API
  • Fixed a crash that occurred when generating icons in the Mod tool
  • Added setWorldPosition to character userdata in the script API
  • Dropped carried items are now placed in the same place as when built, they should now be much less likely to fall through the ground
  • Fixed a crash that occurred when writing a chat message too early from a script
  • Kinematics support added to the default mod terrain script
  • Tutorial GUI now displays the correct keybinding
  • New tutorial added to the crash site bucket
  • Updated quest texts

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Updated May 18
  • Mods can now set character name tags with setNameTag
  • Added shapes to the Tile Editor
  • Added sm.gu.translateLocalizationTags to script API
  • Fixed more API calls not correctly translating $CONTENT_DATA
  • Fixed a crash that occurred when spamming the take picture button in the blueprint export GUI
  • Fixed a crash that could occur when closing GUIs of some interactable parts after the part was destroyed
  • Fixed a crash that could happen when a client is joining a game into a world that is being destroyed (challenge mode)

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Updated May 17
  • Added a low-quality option for World Builder.
  • Added free placement menu toggle (previously only available on Shift + Click)
  • Added brush size menu (previously only available on Shift + Scroll)
  • Added options in editors to delete tiles and worlds
  • Added more world sizes to the world builder
  • Fixed custom tiles not showing up in tile browser when making a custom game world
  • Fixed crashes for clients playing multiplayer challenge mode
  • Fixed incorrect path reading in Lua API
  • Fixed save dialogs in the mod tool
  • Creating new assets sets in the mod tool now working

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Updated May 16
  • Fixed a crash related to the builder guide
  • Fixed player hands being rendered incorrectly
  • Fixed fix tree crash
  • Fixed a crash that occurred when having incorrect item translation files in a mod
  • Fixed particle emitters being hidden incorrectly in the particle editor
  • Fixed a particle editor shutdown crash
  • Updated Visual Studio runtime

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Updated May 13
  • Fixed an issue where with the builder guide visualization that could lead to a crash
  • Some items that disappeared from the creative inventory in the previous update are back

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Updated May 12
  • Fixed a crash when using non-english new save filename
  • Fixed a crash when mods use an inventory smaller than the hotbar size
  • Fixed a bug where the game settings dropdown would stay after closing the menu
  • Fixed num pad and other special key button prompts spacing and font color
  • Fixed a crash when displaying visualization and switching worlds
  • Fixed auto-generation for effect sets in the mod tool
  • Fixed a bug where mods could not dofile() script files in the core content directories
  • Fixed an interaction bug with the logbook
  • Fixed broken tutorial GUI in some resolutions
  • Survival tutorial car builder guide part is hidden in creative mode
  • Fixed script errors

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Updated May 10
  • Preview image generation fix for Worlds and Tiles
  • Fixed a crash when starting the game with an invalid menu blueprint
  • Fixed a crash when sending an AreaTrigger to a client
  • Fixed bug where player spawn position would be wrong when loading in a warehouse
  • Fixed issues with file referencing in mods
  • Fixed GetHarvestableForCell script callback for mods
  • Other mod scripting fixes
  • Quest script fixes
  • Other crash fixes

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Hi Mechanics!

We are closing in on a new update release with a lot of nice new content.
Today we are rolling out the first test on the test branch mainly for the mod makers.
The Mod Tool has been updated, making it a lot more open and flexible.
If you are a mod maker, you will find a lot of new features on the test branch of the Mod Tool.
We also updated the scripting API reference pages:
https://scrapmechanic.com/api/index.html
As some of you might have noticed. We have added two new categories to the Workshop as well.
World and Custom Games.

Worlds: This is where mechanics can upload custom creative worlds to the workshop.
Custom Games: This is where mod makers can upload modded survival game modes as well as completely own custom games.

Keep in mind that there will be bugs and issues on the test branch at this stage.
But it will get more stable as we keep updating it with new content and fixes in the coming days.

Warning! Do not open saves from the current version of the game on the test branch since things are still a bit unstable and they might break.
Mods updated with the new Mod Tool will not work in the current version of the game.
Worlds and Challenges created in the test will not work in the current version of the game either.

Game Improvements:
  • New Tile Editor GUI
  • Added a lot of Tile Editor features
  • New World Builder GUI
  • Added a lot of World Builder features
  • Worlds can be uploaded to Steam Workshop
  • Multiplayer join settings added
  • Tutorial Quests added to Survival Mode
  • Builder Guide part added to Survival Mode
  • Loading time optimizations
  • Ragdoll optimizations
  • Debris optimizations (new debris system)
  • Particle quality improvements
  • Lighting improvements
  • Visualization shader improvement
Mod Tool:
  • Custom Game mods added to the Mod Tool
  • Tile Editor standalone version for editing Custom Game content added to the Mod Tool
  • World Builder standalone version for editing Custom Game content added to the Mod Tool
  • New Particle Editor added to the Mod Tool
Modding support:
  • Tools and Weapons
  • NPC Characters
  • Kinematics
  • Harvestables
  • Game Script
  • World Scripts
  • Terrain Scripts
  • Projectiles
  • Melee attacks
  • Effects
  • Terrain ground materials
  • Decals usable in Tile Editor
  • Major Script API update
Coming soon:
  • Foliage clutter
  • Prefabs usable in Tile Editor
  • Blueprints usable in Tile Editor
  • Adding nodes in Tile Editor
  • Loading Blocks and Parts mods to custom games

Stay creative!

Here is how you access the test:


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Devblog 23 is here!



Calling all Mechanics!

Welcome to another dev blog, full of fun news! We’ll start with something that we’ve been working
on for the next chapter, then we will share some of the things that will be included in the upcoming Challenge Mode update. Enjoy!




Turret Seat
A big chapter update is coming and with it come new, interactive parts: for this one, we are excited to reveal the new Turret Seat! This has been on our secret to-do list for a very long time and we finally got around to making it happen.
This new part lets you drive like a normal seat while also allowing you to freely turn it in all directions, as well as letting you build anything you like on the front: arm it with a mountable spudgun or equip it with drills for precision digging underground! These are just a few examples of all the ways you can use the Turret Seat. 
We had a ton of fun testing this new seat and we're confident that you will have a blast using it as well.




Sawbot
We are showing off a few new helper bots in this dev blog, but this one is our new favorite. Previously, we revealed that wedges are finally coming to Scrap Mechanic.
If you're looking to get wedges in survival, you will need to get your hands on this aggressive assistant!
Just feed it any type of blocks you want and the sawbot will cut them in to perfect scalable wedges.




Secret underground locations
A lot of work has been done on the new underground locations and we still have a few left to get done. Here are some new places that we’ve been working on for the next chapter.
We can’t go to much in to what they are so we leave it up to you to speculate for now.



Multi-component kit
Whether you're looking to upgrade your gear to top-tier quality or craft some of the new items that you’ll find underground, you are going to need better component kits.
Introducing the new multi-component kit, created to help you get the highest quality stuff that Survival mode has to offer!




Ore Collector & Crusher
The underground is filled with all kinds of new ore, containing the rare and precious metals you’re going to need for all your crafting and upgrading needs. In order for you to squeeze every drop out of what the new chapter has to offer, we have added two new tools in the Mechanic’s repertoire: the Ore Collector and the Crusher!
The Ore Collector will gather rocks that you will mine underground and when it’s full, it will feed its payload to your newest helper bot: the Crusher! By crushing the rocks into fine powder, the Crusher will allow you to extract those precious rare materials, like gold.
Want a sneak peek of both? Take a look at these screenshots!




Trashbot Update
We haven’t talked about this messy clanker for a long time, so we will keep this short, so it doesn’t stink up this devblog. We were considering not even showing it off until release, but since many of you have been curious about our new enemy, here is a gif showing that he’s alive and kicking, even if he’s missing a few textures!




Miner Outfit
What would a Scrap Mechanic dev blog be without a new outfit reveal! Previously hinted at but never shown, here's the Miner Outfit, just one of many new outfits that you can find in the upcoming chapter.




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Challenge Mode update!
Our main focus is still the next chapter but we have a bigger update coming before that. It includes a mix of new content, along with several improvements that we think a lot of you will appreciate. We aim to have this out around May this year.
Keep on reading to find out about some of the things that will be included!
  



- Challenge Mode
Challenge mode is getting an additional 10 new awesome challenges that will conclude the Master Mechanic Trials. Complete the final challenge to be rewarded with a very special outfit that will prove you've got the chops of a true Mechanic!




- Bots in Challenge Mode Builder
The Challenge Mode builder will be getting some love with the addition of bot spawner blocks, letting you create fun and engaging custom challenges that include bots.
But why stop there? Push the limits of this new option and make your own game (we recommend a shooter). We can't wait to see what this addition will let you come up once it’s out.




- Survival mode tutorial
New players might have a hard time when starting Survival mode. With that in mind, we have finally created a fun and easy onboarding experience that lets them learn the ropes.
The beginning of the game now includes a series of quests that teach you the basics, as well as the new tutorial block that helps you build a basic vehicle from start to finish.




- Cinematic tool
We have been working on a set of new tools for the next chapter: one of them is the cinematic camera tool that lets us create cutscenes.
We will be using this tool in Survival Mode as well as in Challenge Mode for this next update!




- Optimizations
We get a lot of optimization requests and we always try to deliver, while also balancing our time with developing the new content. We are happy to say that the ragdoll simulation for knocked-out characters has been greatly optimized. All Mechanics that have visited the Warehouse have probably experienced a performance drop when a player gets knocked out. This issue has now been fixed and, as a bonus, it also makes big bot raids run a lot smoother when a lot of them ragdoll at the same time. We also did an optimization for character collision detection that further improves the game's performance.




- Improved Mod Support
We are currently adding a ton of exciting new possibilities for Scrap Mechanic mod creators!
These will let mod creators create their own game modes -or even games- within Scrap Mechanic. Mods can use worlds from the World Builder or create completely custom worlds with a script.
Mod creators can also create their own characters and write scripts to turn them into hostile or friendly NPCs. We are also opening up the possibility of adding unique outfits, weapons, tools, and more. Furthermore, an updated modding API reference page will be made available. But all that is just the beginning: there will be a lot more to give mod creators a lot of creative freedom. We will go more in-depth on this as we get closer to this update drop.
We expect our mod makers to take Scrap Mechanic to a completely new level, once this feature is released.




There is a lot more being worked on at the Scrap HQ. Unfortunately, we're going to have to put a lid on revealing those, to avoid possibly spoiling the story.

When is the next chapter coming out?
We know that a long wait can be frustrating. But we don’t want to commit to a specific release date until we have made sure that the next chapter is worthy of your patience and can offer you many hours of quality gameplay.
We will let you know as soon as we have achieved this goal. In the meantime, we want to thank you for being understanding.

That’s it for this dev blog.

Stay Creative!


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Devblog 22 is here!



Hi Mechanics!

It’s that special time again when we open up and show off some of the content we’ve been working on at the Scrap Mechanic HQ. This is probably one of the most exciting devblogs we’ve done in a while, as we will be showing off our new digging system!
We’re sorry for the long wait, but the features in this devblog have been in the making for a while. We’ve also been working on a lot of story-related things that we don’t want to spoil for you, so we won't reveal everything just yet!

So let’s crack open a sunshake and dig in!


Underground digging and exploration
The new chapter will come with a brand new island, housing a huge, collapsed mine and a massive mystery. 
The new location that you will get to explore will contain a lot of new content and underground biomes. Once in it, you will have to create a mining vehicle and start digging for resources while uncovering small and large cave systems.
Some parts of the mines will require special types of drills to get past. In some cases, explosives will be needed. We put a lot of work into making vehicle digging into a fun and creative experience! 
Here are a few shots showing underground digging and exploration in action for the first time. You can also get a first glimpse of a very dangerous place: the underground station. Keep in mind that these shots don’t have the correct lighting and particles yet; everything will look better in the final version. 




Sticky Wheels Update
Here is a little update on the Sticky Wheels we’ve shown previously. We really love how they turned out!
They work really well and have a nice, gooey look when you drive. You will definitely need these when digging in the mine. They will most likely have a pink/purple-colored goo by default instead of the yellow/green shown in the GIFs. We are also looking into letting you paint them in other colors.
Currently, the Sticky Wheels are using chemicals as a resource, but we are still testing them out, so we can get the perfect balance between consumption and use-time.




Cablebot Update
The Cablebots are really starting to shape up. Buried deep underground in the collapsed mine, these clankers come in great numbers, attacking both you and your creations on sight. Sometimes, they might latch onto your creation and gradually eat away at it. Other times, they might simply leech off your battery or fuel resources. You’d better slap them off your creations before they start piling up; that’s when they’re going to do some real damage!




Battery Generator
Electric engines and other things requiring batteries will be very useful during your time underground. And when you’re in need of batteries, there’s nothing more useful than a battery generator: simply place a battery container inside it, spin the red valve and the battery charger will generate new batteries! 
You can spin manually, by hitting the valve with the hammer. But if you’d rather save time, you can also create a gas engine-powered arm that will spin the valve for you. 
We plan to introduce more interactive parts in the future, with new, creative ways to interact with like this one. We can't wait to see how these types of parts will spark your creativity!




Digital Signs
We finally got around to adding digital signs. In late-game Survival, you often end up with a lot of chests. These signs will let you label things so that they are easier to find. Not just that, but they can also be used to leave a message and help decorate your creations.
They come in 3 sizes, with a selection of customizable screen and text colors!




Wedge Update
Shoutout to the wedge gang! We’ve got a lot of requests about adding wedges and we are trying to find a good way of implementing them, so here’s a little update on what we have so far: 
The problem has been the wedge scaling and removal in Survival. It’s a different system from the simple block scaling. But we will keep testing things out and hopefully, we’ll find a good way that works in Survival. The wedges will be included in the next Chapter. 
  



Plasma Saw
Introducing the Plasma Saw: the saw that is sharp enough to go through trees like butter and even cut through crystal rocks! 
But why stop there? The Plasma Saw can also be used to boost your creations’ defenses against those pesky bots.




NPC's
The next chapter will feature a few new NPCs that you will get to interact with. 
Here is a first look at two of them! 




Fancy Tuxedo
New outfit time! This time, we are taking a break from all the workwear and decided to make a stylish tuxedo instead; just the thing for mechanics who want to adventure in style. 
As usual, all parts of the tuxedo can be mixed and matched with other outfits, for even more awesome outfit variations! 
Are there any other types of outfits you'd like to see more of in Scrap Mechanic? Let us know in the comments. 





That’s all for now, Mechanics! We hope that you have enjoyed looking at all the things we’ve been working on. We would also like to add that we are still looking in to ways we can improving the physics and decrease lag more.

See you in the next Devblog!

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