Scrap Mechanic

Scrap Mechanic

Raw Wilderness
81 Comments
TheGoldNinja101  [author] 5 Oct @ 2:39pm 
Okay, but I'll have to experiment on that on my "Mod Utility Tools" first.
Tman 5 Oct @ 2:37pm 
if you want to make sure it works correctly try it with some of 00Fant's blocks and parts mods since i know for a fact those have recipes
Tman 5 Oct @ 2:28pm 
and add

dofile("CrafterInjector.lua")
dofile("RecipeLoader.lua")

to the survivalgame.lua
Tman 5 Oct @ 2:26pm 
mainly the crafterinjector and recipeloader in the scripts folder. you would also need to add the mod database as a required item.
Tman 5 Oct @ 2:22pm 
there is a custom game called modded craftbot recipes that uses the mod database to call recipes of other mods into the craftbot. you can take a look at that custom game for reference I managed to get it working with only copying over a couple files.
TheGoldNinja101  [author] 5 Oct @ 12:59pm 
@Tman - I don't have knowledge or vanilla availability on how to add Custom Recipes. To be honest, I'd rather have code available from Scrap Mechanic Lua API References [scrapmechanic.com] to do so.

@Sage Red - Sounds like a you problem. /modifiers_enable_all are for those who are prepared for every single modifier. There's a golden rule, "Take things slow", even if you like taking risks in video games, What you did is to is to enable ALL modifiers without knowing what every single modifier would do and which strategies to counter those modifiers. There should signs in one of the /modifier commands that makes you feel "I don't want to use /modifiers_enable_all". The reason why there are invincible bots because of /modifier_armorbots. They're not truly invincible, as you'd need something to damage them, like you needed something to damage Farmbots with melee.
Tman 5 Oct @ 12:47pm 
could we also get a 256x256 tile version or if that is too laggy a 128x128 version. the 64x64 is a bit too small especially when it decides to have 3/4ths of it be water.
"_" 5 Oct @ 7:58am 
pls add modded recipes pls add it's the biggest issue on this custom game!
Tman 4 Oct @ 5:42pm 
Can you please add modded craftbot recipes to this
Sage Red 4 Oct @ 3:02pm 
Whatever you do, don't execute the /modifiers_enable_all command. Grave mistake. You will never be able to undo it and you will be constantly be at war with invincible robots that die at nothing except crushing.
TheGoldNinja101  [author] 4 Oct @ 1:07pm 
64x64 tiles, referring by measurement, and each tile is 64x64 Minecraft blocks or 256x256 Scrap Mechanic blocks for creations, also referring by measurement.
"_" 4 Oct @ 8:26am 
What's the size of the map? [survival or creative]
TheGoldNinja101  [author] 1 Oct @ 2:28pm 
@fordorTamas16 Start by using /h_cheats true and you can use /c_gamerule limitedInventory false and /c_god true, respectively.
fodortamas16 1 Oct @ 10:07am 
add unlimited inventory and godmode
Sage Red 12 Sep @ 9:06pm 
This world type is so cursed
TheGoldNinja101  [author] 2 Sep @ 3:19pm 
@Shad17 You must be at full health to change cards. I only have that condition there to prevent cheezing.
Shad17 2 Sep @ 2:42pm 
Why can't I change my cards sometimes?
Glimmung 1 Sep @ 11:42am 
Any possibility to add blueprints to the lift?
desinrl 23 Aug @ 1:37pm 
i cant take damage
zeb 23 Aug @ 2:25am 
it's just like Minecraft!
ImUnkown 15 Aug @ 7:19am 
The card GUI appears to be entirely broken for me and one other friend. the text is not properly loading, some buttons work and other seem not to and the only part of it that i can see working is the ability to gain point and destroy cards.
TheGoldNinja101  [author] 8 Aug @ 9:45am 
I honestly thought that teleporting a player away from a trigger for a chemical pond (That's what I've been calling) would count as a player exiting. That not counting as player exit seems like it's a bug in the base game of Scrap Mechanic itself.
TheGoldNinja101  [author] 8 Aug @ 9:28am 
That is now fixed!
◣ ◢ℛussia◣ ◢ 8 Aug @ 6:04am 
Though, if you jump into a chemical lake again and get out that fixes it
◣ ◢ℛussia◣ ◢ 8 Aug @ 5:58am 
We found a new glitch...

If you get killed by something (in this case, my friend got killed by a tape bot) while you are in a chemical lake and you die to that something, you'll receive damage non stop even after respawning, and it seems to carry on indefinitely (Restarting the server didn't help)
◣ ◢ℛussia◣ ◢ 7 Aug @ 10:33am 
Appareantly, if another player has joined the game, then upon the host leaving the bots will stop spawning
◣ ◢ℛussia◣ ◢ 7 Aug @ 10:11am 
Idk, for us after a single or couple rejoins the bots only spawn during the loading screen, after which they completely stop spawning
TheGoldNinja101  [author] 7 Aug @ 9:59am 
I tested this and the bots still spawns in after rejoining.
Дон Ягон 7 Aug @ 9:00am 
also after rejoining the world the bots stop spawning
TheGoldNinja101  [author] 7 Aug @ 8:58am 
/c_currency doesn't appear for the host initially, but appears when using "/h_cheats true" or "/h_dev" and you must be the host or operator of this world.

@Дон Ягон I'll get that fixed, I apologize about that.
Дон Ягон 7 Aug @ 4:33am 
c_currency works only for the host, but doesn't work for other players
◣ ◢ℛussia◣ ◢ 7 Aug @ 2:21am 
Idk why but it says "command 'c_(literally any cheat command)' not found"
◣ ◢ℛussia◣ ◢ 6 Aug @ 11:35pm 
Aye, thank you
TheGoldNinja101  [author] 6 Aug @ 7:16pm 
/c_currency is always tied to the enchanting system.
To use this command, 1. you must have Cheats enabled, hence the command starts with "/c_". 2. if you having issues with actions, Consult with "/help c_currency". I literally put all names of actions in quotes in its description.

Actions are: "set", "add", "remove", and "earn"

You have to find out the changes in the enchantment system. Press R (Reload) to access it instantly or it's located as an option to access it in the slider part of the personal crafter.
◣ ◢ℛussia◣ ◢ 6 Aug @ 1:50pm 
What's the action in the c_currency command? Like what exactly am i supposed to type there since "give" or "add" doesn't work
fringewidth 5 Aug @ 1:12pm 
could you make screws obtainable, they arent right now
Дон Ягон 5 Aug @ 2:08am 
Ok, thank you.
TheGoldNinja101  [author] 4 Aug @ 4:12pm 
@fringewidth It depends on seed of the world, especially how much the ocean generate. All biomes, including the Ember biome (other than the mountains, rivers, and oceans) are even, meaning there's no set rarity. The rarity depends on the world seed itself.

@Дон Ягон Sure, but in /c_gamerule.
Дон Ягон 4 Aug @ 3:02pm 
Can you please add the keepinventory command because your bag can sometimes disappear or you can lose it since its icon only appears if you are near it.
fringewidth 4 Aug @ 12:53pm 
how does one attain embers, or are the ember forests super far from my spawn
TheGoldNinja101  [author] 21 Jul @ 12:52am 
@bandofi77 I should've told you 1 thing with "spawn less mobs", The difficulty affects the spawn rate of those bots, so you'll get mobs reduced down to half if you set the difficulty on Easy. Instead of 10, it's 5 on Easy.
RedMissile 20 Jul @ 4:31am 
Puting Beeswax on a Redwood forest is a good idea, but I think you should add giant rocks with Beeswax on them as well.
TheGoldNinja101  [author] 20 Jul @ 2:01am 
@banofi77
1. I'll reduce the density of trees slightly.
2. There are limits with generating land masses per game seed.
3. ???
4. It's too peaceful and not challenging.
5. There are limits with height varibility.
6. There are already rivers in the world generation.
7. I would, but I'm not great at drawing game textures and making 3D models. I would want to make Cactus models, but I like to code things most often, even if I'm a slow typer.
8. There are limits with what I can do with world generation.
9. Sure, I'm planning to add those in the upcoming Redwood biome, since @RedMissile never answered my question.
10. Are you sure about this?

Giant Trees: I don't have to make static tiles to make giant trees because the branches are separate assets than the trunk of the tree. Giant trees are more nature.
Unclimbable Hills: That sort of generation is hard to blend with the terrain height properly.
banofi77 20 Jul @ 12:47am 
i have a few suggestions,
1 make trees and grass less dense
2 make bigger land masses, the world i generated is just a big ocean
3 generate more random objects like giant trees and rocks randomly scattered, add a few tile like structures if possible like the small stream tile of default scrap mechanic, details like that give tile generation charm
4 spawn less mobs, at night its a mess default survival you might find like 2-3 mobs not 10
5 add more cliffs and mountains and generally height variability
6 if possible make rivers
7 find someway to make deserts more full
8 more random openings in the trees and similar things to make the world feel more alive
9 more survival friendly-ness is needed ex. beeswax is more common
10 make loot chests slightly more rare and make less stuff dependent on them
a few last things, make giant trees spawn i love tree houses, and by more height variance i mean survival additions which makes unclimbable hills similar to that
TheGoldNinja101  [author] 3 Jul @ 10:37am 
Sure. Do you have other biome related requests? Do you have harvestable ideas for redwood forests? Beeswax, Pigment flowers, cotton plant, stuff like that generating?
RedMissile 3 Jul @ 12:49am 
What if you added instead... a Redwood forest using the large trees?
TheGoldNinja101  [author] 2 Jul @ 8:51am 
I would do caves, but there are major limitations.

1. I would have to create some sort of large teleporter from the world to the caves. Laziest option, but I cannot cut open ground terrain.
2. I would rather add in caves once Chapter 2 is out because fully mine-able caves!
3. I would have to randomly generate a lot of terrain assets that are rocks. That may lag your game, especially minimal enough with patches. Would you rather have cube styled assets in caves instead?
4. A partial limitation, mentioning the natural spawning and Chapter 1, I do not want enemies spawning right outside of the cave map. I'll think of something.
5. I prefer less lethal enemies in the caves, but the classic Totebot and Haybot wouldn't cut it, so...

In my opinion, Chapter 1 styled caves would suck.
RedMissile 2 Jul @ 5:43am 
Say, what if you added... CAVES?
TheGoldNinja101  [author] 24 Jun @ 9:53am 
Still would ruin the "raw" in Raw Wilderness, but if I did, then it would be used like beacons for players. They'd stand way taller than the trees. In Raw Wilderness, in my opinion, players should be creating their own paths.

What else on that What if? I'd significantly reduce the initial spawn rate of crates that should be smashed with delicacy and add in respawnable crates in those buildings, to match the Scrap Mechanic Survival rules.
RedMissile 24 Jun @ 9:19am 
What if you add Abandoned buildings instead?