Scrap Mechanic

Scrap Mechanic

Raw Wilderness
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Update: 24 Aug @ 2:58pm

* All beacons, including from K.O. Bags, now completely works.
* Added a Logbook GUI in the Personal Crafting. It's irrelevant to crafting, but it'd be a generous move in my opinion. It's only useful for enabling/disabling tracking of beacons.
* Added /show_bindings <state> - Show or Hide bindings from the bottom right of the screen. Bindings will be hidden by default.

Update: 23 Aug @ 3:50pm

Anyone who is in god mode should have their survival bars hidden, as it's an indication that you should not and cannot take any damage.

Update: 23 Aug @ 12:47pm

Fixed the duplication of heavy items when carrying heavy items after picking them up or crafting from the personal crafter.

Update: 18 Aug @ 5:07pm

A user has reported that there's an error in the cards GUI, but wasn't being co-operative. I couldn't identify the error myself either. I'll let that be on me (The author) this time.

* Added a new biome, Nylo Forest. It's a magical themed biome.
* Added Nylo Flowers - Those flowers won't give you items when picked up, but it gives you currency.
* Added /c_fly <state> - While enabled, it allows players to fly really fast and grants immunity to collision damage.
* Added Mana for Players
* ALL Spudgun types now have Mana mode - While enabled, it uses mana to shoot magical Spuds or fries.
* Added a parameter for /h_dev named, "version". "/h_dev 2" disables both Fuel Consumption and Natural Spawning game rules
* Fixed an issue while trying to change cards while in god mode.
* tweaks are made to the enchantment system
* With /c_fly introduced, /h_ungod_all will disable fly mode for all players

Edit on August 19, 2025: there are a few things I forgot to add to this change note.
* Added effects to biome exclusive harvestables - It can only play effects while you are in 64 blocks in radius of them thanks to some form of limiter in the system.
* Added the player refining animations to match the default game.
* Added the pickup text to match the default game.
* Added /pickup_text <state> - Enable or Disable pickup text for the user. It's enabled by default.

Update: 8 Aug @ 9:27am

Fixed the chemical damage while you're out of the chemical pond.

Update: 7 Aug @ 2:24pm

Additions and Fixes:
* Fixed an issue with not being able to spawn in bots involving Multiplayer.
* Added Platinum fruits and veggies - Currency for the trader bots.
* Updated GUI for Traderbots.
* Added a few offerings to the Traderbots,
* Added new items to the shack based offering.
* Most items from offerings now requires platinum Fruits and/or veggies

Platinum Fruits and Carrots
* Platinum Carrots - Can convert Golden factual veggies to Platinum Carrots.
* Platinum Blueberries - Can convert Golden factual fruit to Platinum Blueberries.
* Platinum Pineapple - Can convert Golden Broccoli or Pineapples to Platinum Pineapples.

Update: 4 Aug @ 7:04pm

* After upgrading your Challenge card, it may update the game rule, "maxCardLevel" to a maximum level a player has upgraded their card to. - That exists in the previous update
* Whenever maxCardLevel is updated, Future players would now have upgraded starter cards.
* I decided to go easy on new players with those Hard Bots. Now, maxCardLevel is required to be 4 or greater for them to appear. This will greatly nerf the spawnrate until then. - This is the only nerf for the Hard bots for this update. No value has changed.

* Added /modifier_armorbots - DAY - While enabled, ALL bots will be immune to default Melee and default Projectiles. You'll need a card to damage them. It multiplies the earnings of Enchantment Points by 4. With Tapebots, You'll need a projectile card to deal headshot damage.
* Added a new gamerule, "keepInventory" - CHEATS - While enabled, Exactly none of your stuff will be dropped.

Update: 27 Jul @ 12:45pm

The Enchantment Update
Added in an enchantment system that can help you. An enchantment card can help you do stuff. You can enable or disable those cards and There will be 4 max cards per category.
* Core Cards are your enhanced personal abilities and resistances.
* Melee Cards are your enhanced melee abilities and damages, The same goes to the Range Cards.
* Major cards can offer you powerful abilities, but you can only have 1 card in this category.
* All players will start with a Major Card named "Challenge", However, it's very unique.
* All players can get a card per category for free upon joining a world.
* To earn currency, you must defeat robots.
Press Reload (Default: R) to access that menu or use the Personal Crafter to do so.

Additions and Changes with Enchantment Conditions
* Increased Inventory size from 50 to 150, but a Major card must be present and active to hold more than 50 slots.
* Natural Spawn rate is enhanced by a core card.
* Added Presents - To obtain Presents, a Range/Melee Card would do.
* Enabled an ability to mine large trees by hammer using a melee card. One hit destruction would do a chain reaction of destruction
* Enabled an ability to mine large stone by hammer using a melee card.
* Enabled destruction of trees and rocks using a ranged weapon using a range card.

Hard Bots!
Hard bots are reskins of enemy robots. As you can tell, they're not vanity. They have green eyes and graffiti representing an angry face. The Hard bots are here to counteract the power of the Enchantments.
* Applied Robots: FarmBots, Haybots, Tapebots, Red Tapebots, and green Totebots
* Normal Difficulty: 1/100 chance to spawn, Hard Difficulty: 1/40 chance to spawn, and Expert Difficulty: 1/10 chance to spawn
* Stats: They all have 10x Health, 5x Damage, 10x valuable, immunity to explosives, and immunity to crusing.

Commands:
* Added /donate You can donate, but you cannot donate to players with "Challenge" major card equipped.
* Added /c_cards to give you cards and /c_currency to give you THAT currency.
* Added /modifier_hardmode - DAY usable - While enabled, Easy becomes Hard and Normal becomes Expert.
* Added /modifier_hardbots - DAY usable - While enabled, Guaranteed chance that hard robots would spawn.
* Added /modifier_hunted - DAY usable - While enabled, ALL robots will always be aware of the nearest player's position.
* Added /modifier_nightmare - NIGHT usable - While enabled, What usually spawns at night also spawns in the day.
* Added /modifiers_enable_all - Unconditionally enables ALL modifiers.

Terrain Generation
* Enabled surface colors. Burnt Forest surface looks darker.
* Added Biome: Redwood forests
* Added Biome: Cherry forests
* Ponds generates more than 8 blocks high or higher from the ocean level instead of 16 blocks.
* Ponds should look fuller.
* Added giant trees with randomly generating branches.
* Reduced the density for all forests.
* Added small rocks to smash in heavy forests and redwood forests.
* Improved performance while generating.

Other Additions and Changes
* All sizes of trees (including chunks) and stone have different health. the bigger, the longer to mine.
* Added Language support for most stuff. The author's primary language is English, and I used AI to mass translate everything.

Update: 23 Jun @ 12:09am

* The drop rate chances for seeds from green or yellow crates on steep mountains now have been doubled.
* The Trader Bot now offers Broccoli and Pineapple seeds by chance.
* The Trader Bot now have 3 unique offering sets instead of 1

Update: 16 Jun @ 10:44am

* Added a chat message popup when using "/h_cheats", informing the host that the cheat state's unchanged