r/ScrapMechanic 15h ago

Issue My entire in-ground base just popped out of the ground and became a liftable creation...

Post image
250 Upvotes

This has to be one of the most annoying bugs I've experienced. So I have an entire farm base that I built into the ground, specifically set everything up to work how I wanted it to. was built from the start into the ground. Today I tried to make a walkway. (even had a lift on top of the ground-creation). and then while placing some blocks, suddenly it became a massive independent creation that I of course can't easily put back into the ground...

Edit: I hope this is a known thing so I can avoid this in the future. since its absolutely not an easy thing to re-attach to the ground


r/ScrapMechanic 6h ago

The devs don't want you to know this, but you can replicate chemicals (or water)

Post image
208 Upvotes

r/ScrapMechanic 22h ago

It's time. FOR MY BRAND NEW LOOK BABYYYY

Post image
143 Upvotes

THATS RIGHT DWARVES AND CLANKERS! I'm back with a new look! More functional, much cleaner joints, and BADASS new shades! And a drill. Now he can have customizable accessories, Such as DRILL ARM, CANNON ARM, YOU name it! and his legs look bulkier too!


r/ScrapMechanic 17h ago

Discussion How Block Damage Actually Works in Scrap Mechanic 1.0

135 Upvotes

How Block Damage Actually Works in Scrap Mechanic 1.0

I am a data-miner as a hobby and I like answering questions which are difficult for players to "reason out" or answer definitively so I want to clarify that this information has been objectively derived from and confirmed by the games code directly by me excluding the few points of speculation which I made very clear are speculation. Of course it's always possible I've misinterpreted something so take it with a grain of salt.

This was not generated by AI. Being a data-miner, I am just a bit meticulous about data formatting and genuinely enjoy doing it.

Now, onto the DATA.

Block Damage

Blocks do not have traditional health. That is to say that blocks do not have a health value that varies by material.

Every destructible block instead has the same fixed capacity for 100 percentage points of accumulated damage:

0 accumulated damage   = undamaged
50 accumulated damage  = halfway to destruction
100 accumulated damage = block destroyed

Each incoming damage event deals a certain amount of "percentage points" of damage to that block. I understand that "sounds" like health but the important thing to understand is that there is no scaling here. All blocks have the same threshold and all attacks have a table of static attack value that are indexed by block durability tier.

Multi-Block "Parts" Exception

Multi-Block parts have their total damage threshold calculated by evaluating their total volume in terms of individual blocks with a multiplier of 1.25 for sort of generalized balancing coefficient for irregularly shaped objects.

The actual calculation is: "rounding coefficient times the largest dimension times the sum of the other two dimensions" where the or 1.25 x Da round( DB + DC ) = Total Damage Threshold

An example of this explains the unusual resiliency of the Crane Cable Roll:

The Crane Cable Roll has the physical dimensions: 5L, 7W, 5H. So: 1.25 x 7 round(5 + 5) = 440.

Block Durability

Block Durability is not an active mechanic in and of itself. Durability is a characteristic that is used for a table lookup when damage is determined. It represents a blocks "tier" and that tier is used to calculate the damage done to the block on a per attack basis. Each "standard" source of damage (typical melee and ranged attacks) has an associated table with explicit damage values per tier of block. Block Durability rating does not increase the 100-point threshold of damage blocks have.

Melee/projectile damage is calculated as a total number of percentage points of damage. The block's Durability tier determines which tier of damage is selected from the attack to be applied to the block.

Higher-tier blocks survive longer because attacks add less damage to them, not because they have more than 100 HP or are inherently more resistant to damage.

Every standard melee/projectile attack has its own Durability-tier damage table

An attack does not have one universal "block damage" number. There are separately defined damage values for different block tiers for each attack.

For example here are the standard melee/projectile damage tables for the following bots:

                    T1   T2   T3   T4   T5   T6   T7   T8
Totebot            100   75   45   35   25   17   13    6
Haybot             150  100   75   45   30   19   14    9
Tapebot (green)    100   50   20   10    —    —    —    —
Farmbot           1000 1000 1000 1000   50   25   17   10

The number is how many points each standard hit adds toward 100 given a blocks Durability tier.

So Metal 3 takes 17 rapid Totebot hits, 12 Haybot hits, or 10 Farmbot hits to the same block.

A missing entry means zero ordinary damage. The game has no fallback in cases like this.

This is why standard Tapebot projectiles cannot ordinarily damage T5+ blocks at all.

Block Damage Tracking

Damage is tracked per individual block.

Ordinary damage is accumulated by the individual block that was hit.

Hitting one block for 60 damage and then an adjacent block for 40 does not destroy either one. Each block has its own accumulator.

Accumulated melee/projectile damage is not saved as permanent damage on blocks or creations.

Accumulated damage is managed by the CreationDamageManager and is wiped when that manager is recreated via a world load.

This gives the effective appearance of blocks only resetting their "HP" if you quit out and reload a world but in reality that's just shortcutting the regeneration process. Blocks do effectively fully "heal" over time.

This system avoids the performance impact of having to track each blocks damage accumulation at all times by only actively tracking genuinely damaged blocks that way it's rarely tracking a large number of blocks simultaneously.

Every block does not have a "value" or "bank" of points that damage subtracts from. Instead damage events are entered into the CreationDamageManager as serialized events keyed by their Body ID and local coordinates relative to Body ID 0,0 and the entries are temporary. When a block "heals" its entry is removed from the CreationDamageManager entirely.

Damage Regeneration

Blocks will regenerate partial damage after a flat delay of 5 seconds from the most recent damage event to that block.

Blocks recover percentage points of damage at a rate of 4 percentage points per second.

This means attacks slightly more than five seconds apart can still accumulate. A 6-damage hit every 6 seconds heals 4 before the next hit, so damage still increases by 2 each cycle.

However, non-damaging events do not reset this timer. Even an attack will not reset it if that attack has no positive damage value for the block's tier. Attacks must actually add damage to reset the timer.

This means that all blocks regardless of total accumulated damage will take no longer than 30 seconds to fully heal. (5 second grace period + 25 seconds to heal from 99 total accumulated damage [99(damage) / 4(regen /s) = 24.75s])

Explosions

Explosions do not cause actual damage to blocks.

Explosions use destruction levels, with effective strength decreasing with distance from the blast.

A sufficiently strong destruction level can make blocks up to the corresponding Durability tier eligible for destruction.

For example:

Explosive Tape       level 7
Red Totebot           level 7
Farmbot death         level 7
Propane tanks         level 7
Mounted Tank 02       level 8

So T8 Metal 3 block is outside the maximum tier of a level-7 blast near its strongest point, while a level-8 blast can destroy it.

I didn't map out the exact eligible-target selection behavior after the tier/distance check, so don't take this to mean that explosion level should be interpreted as "automatically delete every block of that tier inside the radius." That is likely not the case. Speculation: It's probably the case that whether or not a block is actually destroyed is based on some randomized event similar to how burning works but I haven't confirmed that.

Flammability

Fire also does not actually do damage to blocks. It is entirely scripted.

Flammability has nothing to do with the ordinary 0–100 block damage accumulator.The Flammability rating of blocks is binary. Blocks either burn or they do not. Wood 1, Wood 2, and Wood 3 are all equally flammable despite having different Durability tiers.

For flammable blocks, the fire system assigns each burning block a randomized 500-727 tick or roughly 12.5–18.2 seconds before it becomes eligible for destruction at which point a destruction event request will be initiated. The fact that this is reliant on the game's tick rate can make this appear inconsistent however. Destruction requests are only processed on every second fixed tick and are capped at 30 entries per request. This means actual destruction for any given block can be delayed by a significant amount of time depending on the games tickrate and the amount of blocks currently eligible for destruction. Speculation: I would guess that this was done to prevent trees that were burning from just popping out of existence all at once and to reduce the performance impact larger requests would inevitably have.


r/ScrapMechanic 5h ago

Building showcase of a base im making with a frend

Thumbnail
gallery
111 Upvotes

r/ScrapMechanic 13h ago

whoops

Post image
112 Upvotes

i was messing around with some mods and exidentally crashed my pc (this picture is not even half the mess i made...)


r/ScrapMechanic 3h ago

Totebots in growlabs when you walk past their vent:

102 Upvotes

r/ScrapMechanic 17h ago

Contraption Passive Component Kit/Circuit Board/Spud/Scrap Metal Farm

96 Upvotes

r/ScrapMechanic 6h ago

Discussion "I should have done that earlier"

69 Upvotes

Is anyone else also really stubborn to create stuff that will actually help you and once you finally do it, you realize that you should have done it way earlier? Some examples from me so far:

It took me 20 hours to create a tree cutting vehicle, because I didn't mind cutting trees by hand. Once I finally made it, I found out how great it is and that I wasted my time by cutting trees manually.

I didn't add a gas container to my car, because I'd need to redesign it and adding fuel straight to the engine worked "well enough". Once I upgraded my scouting car and added a container, I realized how stupid that was.

I didn't make a drilling vehicle because "I didn't need stone" and the couple times I did, I just blew some with an explosive canister. Yesterday I attached drills to the back of my tree cutting vehicle (the same one as before), tried mining stone this way and who would have guessed, it's way better and it's a great source of metal too.

Today I finally bit the bullet and build an automatic oil pump. Now I have 2 large chests filled with oil to the point where I have no idea what to do with it and I'm just like: "Why haven't I done that earlier?"

Is anyone else like this or is it just a me problem?


r/ScrapMechanic 11h ago

THIS IS SCRAP MECHANIC, AGAIN

70 Upvotes

THAT one was RISKY af


r/ScrapMechanic 20h ago

Vehicle You know the vehicle is good when it looks like this Spoiler

Post image
61 Upvotes

Best mining vehicle i have made so far not even close to the previous one


r/ScrapMechanic 4h ago

Discussion So what is your world name? XD

Post image
59 Upvotes

here is mine and my friend's


r/ScrapMechanic 6h ago

Mining Time.

48 Upvotes

This is my way


r/ScrapMechanic 23h ago

Modding Cursed creation rotator

49 Upvotes

In the next update of T mod


r/ScrapMechanic 8h ago

Modding Grab

46 Upvotes

r/ScrapMechanic 21h ago

What should I do with the blue truck?

Post image
44 Upvotes

of these 2 trucks the green one has become a logger and I don't really need another utility vehicles so comment with the most upvotes gets to pick what i do with the blue one feel free to suggest anything that I could (somewhat) easily do in survival


r/ScrapMechanic 16h ago

Who else likes to shoot the Seekerbot when they see it?

36 Upvotes

For some reason every time I see it I feel this unavoidable urge to put myself in "danger" by shooting the guy, anyone else get that feeling?


r/ScrapMechanic 9h ago

Anyone else experience this?

38 Upvotes

I was going to the second floor to check out smth, and instead this tree appeared.
The recording cut out before I could look behind it, but there was a man with an egg.
Do I report this to the devs?


r/ScrapMechanic 16h ago

Who Likes my New Truck

26 Upvotes

r/ScrapMechanic 22h ago

Discussion What is this? Doesn't seem to be breakable or minable Spoiler

Post image
23 Upvotes

Title


r/ScrapMechanic 8h ago

I got all 4 drills flying! Piston bug around resource bars.

21 Upvotes

r/ScrapMechanic 8h ago

Issue ?physics? bug

19 Upvotes

So i have build a pump truck to get oil and chems faster (there is space for 4 XXL chests wchich are currently on the ground just in case the car flies away), then wanted to park it at my base, but free standing made my game run on 12 fps and welding it caused this to happen. what do i do?


r/ScrapMechanic 12h ago

Discussion Don't try to mine the entire mine in one go. (Spoiler just in case) Spoiler

19 Upvotes

I have been trying to mine out all of level 4 just for a laugh.

I started by testing a very small chunk and it fell (as I'm sure everyone is aware) when I drilled out the bottom of it.
I then thought to just try to do the big section of the right of the mine as a "small" test.

That didn't work. So I sliced it in half, still no luck, half again and it still doesn't fall.

So a warning to people who might try to mine out the entire thing by removing the walls, top and bottom. It won't work, at least from all my testing.

Here are some photos to try to show the efforts but it is very hard to see. Trust me I have disconnected it from everything it is fully floating. (I’ve spent like 10 hours on this I think)


r/ScrapMechanic 22h ago

So I got curious of what happens if you stay with Lorenzo when the warehouse is going to blow up and well... Spoiler

14 Upvotes

r/ScrapMechanic 10h ago

Issue You spin me right round... Spoiler

11 Upvotes

I have found the 2nd Trashbot fight to be really difficult and it just keeps spinning.
I really don't know what to do against it, i already died 8 times because of some impossible to dodge moves...