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Scrap Mechanic News

Devblog 16 is here!



Hi Mechanics!
It’s time to sit back and relax because we have a ton of new survival stuff to share with you. In this devblog we want to dig deeper in to some survival mechanics and consumables that we have been working on.

 But before we jump in to all the goodness we would like to answer one of the biggest questions we get the best we can. “When is survival mode coming out?” Over the past months things have really been moving fast at the Scrap Mechanic HQ and a lot of the core features are in place. We are feeling more confident with our internal release date. But we don’t want to commit to an exact date just yet in case we want to add or optimize more things as we move forward. We really want to have this freedom to make sure that we deliver something that we are happy with. But our goal is to have survival in your hands in 2019. This is not a promise, just a goal. 
With that said, things are looking very promising from where we stand.

Now! let’s jump in to some new awesome things we have been working on!




Resource containers

It’s finally time to introduce you to how the resource consumption will work in Scrap Mechanic. 
Right now we have 6 working containers in survival mode. 
Gas container, Ammo container, Battery container, Seed container, Fertilizer container and Water container. All of these work as a chest for each specific resource. Fore example, you will connect the gas container to the gas engine to power your vehicle.
 The blue dots on the side shows you how much gas is left in the container. 
Pretty simple. Each container comes with two sockets as well. More on that here below. 





Pipe and socket
We are really excited about our new connecting system since it’s both visual and easy to use.
 These pipes allow the player to transport blocks, parts and consumables from one place to another. For example, from a refinery to a craftbot in to a chest. 
This is how players will also be able to fill up containers without doing it manually. Let’s say you build a gas station and want to fill up the gas containers on your vehicle. Then all you have to do is drive up to a pipe and make sure it’s close to the socket, and it will start filling up the container. 
What’s so cool about this feature is that it opens up a lot of possibility for automated chains and open up a lot of creativity.




Tapebot
Some of you mechanics that are following us on twitter have seen a sneak peek of our latest robot. The tapebot. 
Originally doing the packaging work in the warehouses. 
They have now gone crazy and covered large sections of the warehouse with tape, similar to a spider web. Shooting tape rolls at intruding mechanics. Fortunately, sharpshooter mechanics with spudguns will be able to dissemble the tapebots with a few well placed potatoes. The tapebots is one of the main reason why mechanics really have to stack up on potatoes before entering the large warehouses. You better shoot them first.




Upgrade interactive parts
When testing out core gameplay in survival mode. We quickly noticed that
some interactive parts are way to powerful to start with and made it to easy to survive. So we started testing the idea of having the interactive parts upgradeable. This was a great idea since it also added a really nice progression to the survival experience. For example a lvl 1 Thruster will consume a lot of gas quickly, but a lvl 5 Thruster will use less gas and allow the player to create flying vehicles later in their adventure. 
The interactive parts will be upgraded by using component kits found in the world. All the interactive parts will also change looks with each lvl making it easy to spot how upgraded they are. Of course, the higher the level the better they look and sound and more features are unlocked. In the next devblog we will show
these in-game.



New encrypter
In our past devblog we presented a new part. The encrypter that hid all the connection points on the creation it was attached to. We have now made a new encrypter that makes creations indestructible until the encryper is removed or the creation gets blown up. This part will protect your creations from other players and farmbot encounters. But make sure you hide it well!



Challange mode
We have done some great progress on the challange mode that we hope to release in time for Christmas! It comes with 40 challanges to beat. Modders will also be able to create their own challanges and put them on the workshop. We also plan to put a challange editor in the future so that every player will be able to make a batch of challanges and share with other players. The challange mode will really put your building skills to the test.
 Only a true mechanics will pass all 40 challanges that we have prepared. 





New visual improvements

While the team is working away on survival, we have put one of our coders on giving the lighting and shaders some proper face lift to make Scrap Mechanic look up to date and a pure pleasure to look at. It’s been way to long since we did any graphics improvements.
 We want survival to have a much stronger mood and atmosphere.
 Something we can’t achieve with the current lighting and shaders. 
So we have done a lot of improvements that really makes the game a lot better. For example, metal material now really looks like strong shiny metal. 
We have also remade the vegetation and made much better trees and rocks. 
All adjusted to our new resource gathering mechanic. They now also sway beautifully with the wind.
Day night cycle has also been added to our survival branch. 
We hope you enjoy the images demonstrating these new changes.
We have a few more graphical improvements in the works.



That’s it for this time Mechanics! We will be back soon with more awesome stuff! Until next time!

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Update 0.3.2

Hi Mechanics!

Time for a little improvement update!
Thanks to all mechanics for the help testing it out during the test! We got some great feedback as always.
We’ve been looking at all the creative ways you use the new 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.
  • Tweaked the explosion impulse on players.
  • 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 (from thruster and modded parts) were applied with half strength if the game was running on low fps.
  • Multiple explosion impulses on the character have less effect.
  • More explosion debris particles should now 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).
  • 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.
  • Fixed "Server started with mismatching developer mode flags" issue when loading games.
  • Fixed a networking related crash.
  • Fixed a crash that was caused by an invalid terrain generation script or an invalid world builder terrain.


Time for us to go back working on Survival mode and Challange mode.
Both are coming along nicely!
Stay tuned for more Scrap Mechanic news soon!

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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.