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Scrap Mechanic News

Update 0.3.2 Test! (Updated September 26)

Hi Mechanics!

(Updated September 26)
  • Scripted interactive parts no longer incorrectly show up as buttons when connected to a seat.
  • Character impulses are applied per tick instead of every frame.
  • Only explosion impulses are penalized when applied multiple times.
  • Fixed "Server started with mismatching developer mode flags" issue when loading games.
  • Fixed a networking related crash.


(Updated September 21)
  • Fixed an issue in the test that caused creations and players to fly away with a very high speed when building the lift into them.
  • Tweaked (increased) the explosion impulse on players.
  • Fixed a crash that was caused by an invalid terrain generation script or an invalid world builder terrain.


Today we are doing a little improvement update test.
We’ve been looking at all the creative ways you use the explosives and decided to do some further improvements.
For example, blowing up larger creations with a lot of explosives should now run a bit smoother.
We also did some other fixes!


Check out the update list:
  • Parts that are split of from creations inherit the velocities of the creation.
  • Optimized explosions.
  • The range that explosions remove metal has been reduced.
  • Changed the particle effect that appears on the point where potatoes hit the gas canister.
  • Fixed connect tool attaching to invisible gas canister connection points.
  • Fixed a networking issue that caused crashes when playing as a client.
  • Fixed a rendering issue that could cause a crash when some parts were destroyed by an explosion.
  • Fixed an issue where the impulses were applied with half strength if the game was running on low fps.
  • Multiple explosion impulses on the character have less effect.
  • More explosion particles should be visible.
  • Mods with no translation for the selected language will now default to English.
  • Added more helpful error messages.
  • Fix for lowest playable resolution (1024x768) defaulting to 1280x720.
  • Lua API updates (no breaking changes).


Here is how you access the test!

We would love to hear how this test works for you!

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Explosive Update 0.3.1 is here!



Hi Mechanics!

We have a really fun update for you today! We’ve added a large and small explosive canister to the game. They are highly explosive so please save your creations before playing with them. They do a LOT of damage!
There are several ways of making them blow up. One is by shooting them with a Spud Gun. Another way is by making them collide with a strong enough force.
Together with the canister, we’ve also added material damage to the game where for example metal blocks take less damage than wood blocks.

We have balanced the canisters collision sensitivity a lot and we think it’s better now. However, we might tweak them more over time.

We have also added smoother movement to the tools and the spud gun in first-person when landing from a jump or looking around. It feels much nicer now.

If you are a modder you will also love the things that we’ve added!
Check out our Lua Script API to see what’s new!
Lua Script API

Check out the update list:
  • Added big and small explosive canister.
  • Added smoother first-person movement for Tools and Spud Gun.
  • Added material damage levels.
  • Potatoes have a knockback to players.
  • Colored particles when destroying colored blocks.
  • Fixed a potato velocity calculation issue.
  • Fixed choppy seated character ragdoll.
  • Ground effects based on the material.
  • Interactable parts now save their data when exported to a blueprint by a client.
  • Fix an issue where connection points would show up in the world when placing imported blueprints.
  • More detailed errors when blueprint import fails.
  • Fixed a bug that sometimes messed up created terrains.
  • Fixed a bug that made pistons and springs lose their "interactable" when importing a blueprint without changing any values and then exiting the game.
  • Camera shake on/off setting.
  • The game remembers if you have the /console enabled.
  • Bearings and pistons are now controllable by scripts.
  • Many more scripting features in the Lua Script API.


We hope you will have a great time blowing things up
Enjoy the satisfying destruction!


We will be back soon with more exciting things!

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Scrap Mechanic x Raft Building Event is now live!



Hi Mechanics!

We're super excited to announce that we will be doing a building event with the Raft team this weekend. The event is simple to enter: Build something awesome in either Raft or Scrap Mechanic, and submit it in the correct channel over at the Raft Discord to win great prizes.

How do I enter?

1. Build something awesome in either Raft or Scrap Mechanic. Bonus if it relates to the other game. (For example something Raft related in Scrap Mechanic and vice versa).
2. Take 5-10 screenshots or gif(s) of your creation showing different angles and features of it.
3. Upload the screenshots/gifs to imgur.com and submit it in the correct channel with a small description over at the Raft Discord for a chance to win.

How many winners and who pick them?

1. There will be 10 keys for each game - meaning 20 winners in total, chosen by the developers.
2. The Redbeet team will choose the Scrap Mechanic winners (who will get steam keys for Raft).
3. The Axolot team will choose the Raft winners (who will get steam keys for Scrap Mechanic).

Timeline and Rules

1. The event starts Friday at 15:00 CEST and runs until Sunday Midnight CEST (turning Monday).
2. The Raft and Axolot team will choose the winners during the week and announce them.
3. You can only submit one build that you have built yourself or with your friends.

Notice: You will be disqualified and banned from future events if you submit nsfw content or submit stolen or straight up copied content. You also agree that if you win the event, your gamer tag and build will be announced on the Raft and Axolot social medias.

Explosive Update 0.3.1 Test! (Updated September 6)



(Updated September 6)
  • Tweaked explosives collision based triggering.
  • Fixed character vs character collision.
  • Fixed several crashes.
(Updated September 5)
  • Added inventory texts for Explosive Canister.
  • Fixed a crash that could happen when building on something that exploded.
  • Camera shake on/off setting.
  • Reduced camera shake.
  • Import Light from blueprints fix.
  • Import Controller from blueprint fix.
  • Fixed missing potato vs ground effects.
  • Paint tool effect color fix.
  • Lua Script API and documentation fixes.


Hi Mechanics!

IMPORTANT
  • Keep in mind that if you open old worlds on the test branch, you will not be able to play in those worlds outside of the test branch anymore until the final explosive update release!
  • We will do improvements and changes during the test period. Things can change.


We have a really fun and explosive test for you today. We’ve added a large and small explosive canister for testing. They are highly explosive so please save your creations before playing with them. They do a LOT of damage!
There are several ways of making them blow up. One is by shooting them with a Spud Gun. Another way is by making them collide with a large enough force.
Together with the canister, we’ve also added material damage to the game where for example metal blocks take less damage than wood blocks.

We have also added smoother movement to the tools and the spud gun in first-person when landing from a jump or looking around. It feels much nicer now.

If you are a modder you will also love the things that we’ve added!
Check out our Lua Script API to see what’s new!
Lua Script API
These changes will not be available to players who are not playing the test version. Please take this into consideration before uploading mods to the workshop.

Here is how you access the test!

Check out the update list:
  • Added big and small explosive canister.
  • Added smoother first-person movement for Tools and Spud Gun.
  • Added material damage levels.
  • Potatoes have a knockback to players.
  • Colored particles when destroying colored blocks.
  • Fixed a potato velocity calculation issue.
  • Fixed choppy seated character ragdoll.
  • Ground effects based on the material.
  • Interactable parts now save their data when exported to a blueprint by a client.
  • Fix an issue where connection points would show up in the world when placing imported blueprints.
  • More detailed errors when blueprint import fails.
  • Fixed a bug that sometimes messed up created terrains.
  • Fixed a bug that made pistons and springs lose their "interactable" when importing a blueprint without changing any values and then exiting the game.
  • The game remembers if you have the /console enabled.
  • Bearings and pistons are now controllable by scripts.
  • Many more scripting features in the Lua Script API.


We put a lot of time into the explosive canisters to make them fun to play with in different ways.
We hope you will have a great time blowing things up!

For all the latest news, follow us on Facebook Twitter

Devblog 15 is here!



Greetings, Mechanics!
The chime of your doorbell announces the arrival of our latest, delicious Scrap Mechanic devblog, hot and spicy from our development oven.
Our expert chefs have prepared this one with extra special care, and we think you’ll agree we’ve supplied some tasty toppings indeed!


-The Saw Blade
Let’s kick things off with a cutting-edge announcement: One of our original goals for Scrap Mechanic was to make tree and rock gathering fun and satisfying - which proved just as difficult as that sounds - while also encouraging creative thinking from players.
For example, how best can mechanics prevent the tree they’ve just chopped down from smashing onto their fancy new creation? How do you then transport that tree to the refinery without the need for a gigantic truck?
These are just some of the things Mechanics will have to keep in mind when building your resource gathering vehicle. But none of these vehicles will be complete without the new interactive part, the Saw Blade!
Place the Saw Blade on a bearing, crank the engine up to max and aim for a tree or rock to slice it like a pepperoni pizza. It will look a lot better when it's completely done.
We also hear that Farmbots are not big fans of these blades… But more on that later!


-Shake the Room
With the first breed of Spud guns in the wild, with their awesome-but-limited ability to annihilate single blocks, it’s time to introduce you to something a bit more… explosive. Say hello to the ultra-destructive Explosive Canisters!
Freshly transferred from Survival to Creative Mode, these fragile boom-tanks make destruction even more fun and satisfying.
The Canisters come in two different sizes, with each dealing a different amount of damage. They explode from either being hit by a spud gun or by being thrown or dropped from different heights.
Another interesting feature to note is how the Explosive Canisters deal different amounts of damage to different blocks. For example, a metal block will not receive as much damage as a wooden block. This is our first introduction of material damage.
Important note: Please make sure you save your creations before playing with these dangerous toys! There won’t be much left if they go off near your lovely new toy… especially if they’re chained!
We hope to add these to Creative mode in the next update. Boom!




-Challenge mode
Yep, that’s right! We’re delighted to announce the introduction of a brand new mode for
Scrap Mechanic: Challenge mode!
Sometimes when the team is tinkering away with the ambitious mothership that is Survival, we often discover that parts of its code are good enough to be used in more ways than one, creating entirely different game modes from mostly the same amount of work.
One such discovery recently resulted in the creation of Challenge Mode, a series of bite-size trials for players to test their skill and creativity.
Each challenge starts by giving the player a few parts from a chest. You’ll then be tasked with building something with said parts to overcome an obstacle, such as pushing a large ball through a maze without losing it. These challenges will separate the mechanics from the… erm, non-mechanics.
It will also be possible for modders to create and upload their own Challenges for other players to try, or even entirely new gameplay modes. It’s an exciting addition that we think demonstrates the smart approach we’re trying to take with the development of Scrap Mechanic… and it’s a lot of fun too!

 

-Open World Roads
Here at Scrap Mechanic HQ, we’re not afraid of taking on a difficult and often impossible challenge and our latest impossible mission has resulted in one of our proudest features yet.
After much toil and moil, our team of engineers have managed to create a system that creates totally randomly generated roads in Survival terrain, seamlessly integrated with the existing world tiles and hills!
We’re very proud of how this new road and terrain technology turned out. It’s a genuinely unique system that results in interesting scenarios and tons of fun highways that will have you speeding through forests, valleys and points of interest.
Keep in mind that the images are from our test and do not represent the look of the final Survival mode terrain.



-Frigid Farmers
What would you do if a bunch of murderous Farmbots suddenly ran wild on your patch? Yes, that’s right: we’d all lock the barn door and hide under our haystacks like big, scared-y cowards. Just like the farmers set to appear in Survival mode.
Those cowedly farm folk didn’t manage to escape the planet after the robo-uprising, and so now they cower inside their hideouts built from scraps and makeshift barricades.
Luckily, there are plenty of heroic mechanics like you, ready to show up and supply them with food and other items in exchange for rare parts and trinkets. Just be prepared: they sometimes request the most ridiculous things!


-Woc’s Up
Recently we’ve been having a fun old time adding new animals to the Scrap Mechanic world. Our latest farmyard creation is this chap below, the fantastical Woc! (That’s right: Woc.) These bizarre space cows were originally the source of the milk production in the Scrap Mechanic world… before the Farmbots went Chicken Oriental and sent the Wocs scattering across the wild.
We suspect the kind-natured Wocs will inevitably be bullied by the more masochistic Mechanics among you when Survival Mode comes out. Luckily, we’ve given them appropriate AI so they can run for their lives.


-Be-Ware
And here’s another thing we’ve been tinkering with in the secret Scrap Mechanic development bunker: Warehouses.
The team has invested a large amount of effort to make sure that Warehouses will offer a lot more variation once players finally gathers the guts and resources required to explore them. Over the last few months we’ve made over a 100 different rooms and we are still adding more! That’s a lot of storage space.
These warehouses are extremely dangerous and only the most well prepared and skilled Mechanics will survive and gather the awesome rewards that can be found. You’ve been warned!
the scenes we’ve been quietly creating a completely new warehouse robot that will lead to more than a few heated moments when you stumble upon it. We will introduce him on our Twitter as soon as he’s done, so make sure to follow us there!
And while we’re on the subject of robots…


-Paint Job
Since we’ve recently been updating the visuals in Survival Mode we’ve also gone back to give the farmbots some visual love... even if they don’t deserve it! You’ll notice that we’ve changed some elements completely and given them much nicer texture work.


-Weldin’ Time
And finally, it wouldn’t be a devblog post without a brand-spanking-new Mecahnic outfit, would it?
In our last post we offered a glimpse at the painter outfit. This time we’re delighted to give you your first look at the welder outfit! Gloves, jacket, pants, shoes and so on can be mixed with other outfits, giving the player a lot of ways to customize their mechanic. 
….Hot.



That’s it for this time! There are now more people working on Scrap Mechanic today than ever before! 
We are making fantastic progress every week and we can’t wait for you to try out our latest and greatest work. Thanks to all our mechanics for showing your support!

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