Blueprint import now have correct piston positions.
Fixed an issue in blueprint exports where bearings, suspensions and pistons were not correctly attached.
Changed the color of the piston connection points.
(Updated 28 June)
Fixed an issue that made the pistons not extract and contract all the way when connected to a controller.
Added so modders can tweak the piston power.
Fixed an issue where things sounded like they where in the wrong position.
Hi Mechanics!
Today we have a very special test for you! One we know many of you have been eagerly awaiting. We finally got an early version of the amazing Piston ready! Since it’s not fully tested yet, we would love if you could help us take it for a test run and make sure it can support your creations.
What makes the Scrap Mechanic Piston so special, is that not only can it be activated with a trigger. But it can also be connected to a controller to extend and contract in a sequence! This opens up a ton of new creative possibilities! We honestly can’t wait to see what you will build with the Piston.
Four things to keep in mind before jumping on the test branch!
The piston does not have any collision at the moment. Only what sits on the piston will have collision. This is something we will change later. But it’s a complicated task and needs more work. So please keep in mind that if you take advantage of the no collision in your creations, then they might stop working when we finally add the collision later on.
The piston is not completely done and will not extend if there is no object on the piston in this version.
We are currently not sure about the max speed of the piston. Right now it’s fast enough to go trough a one block wall on full speed. It’s very hard to solve this any other way then slowing down the max speed for the final version. But it’s also limits the player if it’s to slow. So please keep in mind that the piston max speed can change. But please let us know what you think!
When you enter a world in this test, you will no longer be able to open the world outside of the test branch. So please don't test the piston in your favorite worlds.
Blueprint import now have correct piston positions.
Fixed an issue in blueprint exports where bearings, suspensions and pistons were not correctly attached.
Changed the color of the piston connection points.
(Updated 28 June)
Fixed an issue that made the pistons not extract and contract all the way when connected to a controller.
Added so modders can tweak the piston power.
Fixed an issue where things sounded like they where in the wrong position.
Hi Mechanics!
Today we have a very special test for you! One we know many of you have been eagerly awaiting. We finally got an early version of the amazing Piston ready! Since it’s not fully tested yet, we would love if you could help us take it for a test run and make sure it can support your creations.
What makes the Scrap Mechanic Piston so special, is that not only can it be activated with a trigger. But it can also be connected to a controller to extend and contract in a sequence! This opens up a ton of new creative possibilities! We honestly can’t wait to see what you will build with the Piston.
Four things to keep in mind before jumping on the test branch!
The piston does not have any collision at the moment. Only what sits on the piston will have collision. This is something we will change later. But it’s a complicated task and needs more work. So please keep in mind that if you take advantage of the no collision in your creations, then they might stop working when we finally add the collision later on.
The piston is not completely done and will not extend if there is no object on the piston in this version.
We are currently not sure about the max speed of the piston. Right now it’s fast enough to go trough a one block wall on full speed. It’s very hard to solve this any other way then slowing down the max speed for the final version. But it’s also limits the player if it’s to slow. So please keep in mind that the piston max speed can change. But please let us know what you think!
When you enter a world in this test, you will no longer be able to open the world outside of the test branch. So please don't test the piston in your favorite worlds.
This time we have done a mix of requested improvements to the welding and the building system.
Some of you have noticed that the weld tool had some issues and didn’t work correctly at times. So we went trough all reported issues and gave the welding and building system a nice improvement. Thanks to everyone who helped us test these new fixes.
On top of that, we also added Chinese to the language setting for our Chinese mechanics! Next up we will be adding Russian, Japanese and Korean.
Here is the full update list:
You can now play Scrap Mechanic in Chinese.
Updated all languages with more translations.
Fixed bug that didn’t let the player weld when it should be possible to weld.
Remade the welding particles and added bounce to the welding particle.
Fixed bug where welding particles didn’t spawn.
Fixed so bearings on a creation are still stable after getting welded.
The delay when pointing on larger creations with a weld tool or a lift is now optimized.
Bearings that touch an object will now stick to that object when building. This makes it easier to build awesome fork suspension that have two bearings attached to each side of the wheel.
Fixed a common crash in the blueprint import and export guis.
Fixed a common crash when starting the game.
Fixed the teleport distance when falling trough the ground.
Improved the driving even more with a less bumpy ground.
Added arrows when placing a part and adjusting its position on a surface. This is to make it easier to understand how the object can be dragged within the placement spot.
Fixed a crash when building huge Logic gate creations.
We hope you like these improvements!
Oh! and in the next update, we are finally releasing the Piston! It’s coming mechanics!
This time we have done a mix of requested improvements to the welding and the building system.
Some of you have noticed that the weld tool had some issues and didn’t work correctly at times. So we went trough all reported issues and gave the welding and building system a nice improvement. Thanks to everyone who helped us test these new fixes.
On top of that, we also added Chinese to the language setting for our Chinese mechanics! Next up we will be adding Russian, Japanese and Korean.
Here is the full update list:
You can now play Scrap Mechanic in Chinese.
Updated all languages with more translations.
Fixed bug that didn’t let the player weld when it should be possible to weld.
Remade the welding particles and added bounce to the welding particle.
Fixed bug where welding particles didn’t spawn.
Fixed so bearings on a creation are still stable after getting welded.
The delay when pointing on larger creations with a weld tool or a lift is now optimized.
Bearings that touch an object will now stick to that object when building. This makes it easier to build awesome fork suspension that have two bearings attached to each side of the wheel.
Fixed a common crash in the blueprint import and export guis.
Fixed a common crash when starting the game.
Fixed the teleport distance when falling trough the ground.
Improved the driving even more with a less bumpy ground.
Added arrows when placing a part and adjusting its position on a surface. This is to make it easier to understand how the object can be dragged within the placement spot.
Fixed a crash when building huge Logic gate creations.
We hope you like these improvements!
Oh! and in the next update, we are finally releasing the Piston! It’s coming mechanics!
Added arrows when placing a part and adjusting its position on a surface. This is to make it easier to understand how the object can be dragged within the placement spot.
Languages now load much faster at startup and in the settings.
Fixed a crash when building huge Logic gate creations.
We have a new test on the test branch. This time we have done some requested improvements to the welding and the building system.
Some of you have noticed that the weld tool had some issues and didn’t work correctly at times. So we went trough all reported issues and gave the welding and building system a nice improvement.
On top of that, we also added Chinese to the language setting for our Chinese mechanics! In this test version, it’s not optimized, so it takes a minute to change to Chinese in the settings.
Here is the full update list:
Fixed bug that didn’t let the player weld when it should be possible to weld.
Remade the welding particles and added bounce to the welding particle.
Fixed bug where welding particles didn’t spawn.
Fixed so bearings on a creation are still stable after getting welded.
The delay when pointing on larger creations with a weld tool or a lift is now optimized.
Bearings that touch an object will now stick to that object when building. This makes it easier to build awesome fork suspension that have two bearings attached to each side of the wheel.
You can now play Scrap Mechanic in Chinese.
Updated all languages with more translations.
Fixed a common crash in the blueprint import and export guis.
Fixed a common crash when starting the game.
Fixed the teleport distance when falling trough the ground.
Here is how you access the test branch!
For everyone waiting for the Piston, we are happy to say that they will be coming in the update after this one.
Added arrows when placing a part and adjusting its position on a surface. This is to make it easier to understand how the object can be dragged within the placement spot.
Languages now load much faster at startup and in the settings.
Fixed a crash when building huge Logic gate creations.
We have a new test on the test branch. This time we have done some requested improvements to the welding and the building system.
Some of you have noticed that the weld tool had some issues and didn’t work correctly at times. So we went trough all reported issues and gave the welding and building system a nice improvement.
On top of that, we also added Chinese to the language setting for our Chinese mechanics! In this test version, it’s not optimized, so it takes a minute to change to Chinese in the settings.
Here is the full update list:
Fixed bug that didn’t let the player weld when it should be possible to weld.
Remade the welding particles and added bounce to the welding particle.
Fixed bug where welding particles didn’t spawn.
Fixed so bearings on a creation are still stable after getting welded.
The delay when pointing on larger creations with a weld tool or a lift is now optimized.
Bearings that touch an object will now stick to that object when building. This makes it easier to build awesome fork suspension that have two bearings attached to each side of the wheel.
You can now play Scrap Mechanic in Chinese.
Updated all languages with more translations.
Fixed a common crash in the blueprint import and export guis.
Fixed a common crash when starting the game.
Fixed the teleport distance when falling trough the ground.
Here is how you access the test branch!
For everyone waiting for the Piston, we are happy to say that they will be coming in the update after this one.
As you might have noticed, the creative mode terrain is built out of big and small tiles with different terrain on them. Every time a new world is created. You get a terrain randomly generated by some of these tiles. We wanted to add more variation with caves, jumps, ramps and huge mountains where you can put your vehicles to the test.
In the future we plan to make it possible to select the tiles you want your world to be made of and even allow you to make your own in our terrain editor. But for now it will have to be a surprise every time you create a world.
Here are the update notes:
Added over 20 new terrain tiles!
Meter Trial
Trench
Vantage Point
Quarry Track
Ramp Mountain
Mudslide
Red Ravine
Drained Lake
Fold
Ditch
Pocket
Flat
Water Loss
Blossom
Rooted
Stockpile
Scratch
Plateau
Rugged Hill
Automne Trial
Jump Mountain
Burm Road
Added a mannequin hand
Redesigned the Air Conditioner part to make it fit better in Survival mode.
Please keep in mind that updates like this do not affect the work we do on survival mode. These updates are made to give you some fun new things to play with while we work on survival mode and bigger features.
Next up we plan to add some needed weld tool fixes, chinese language support and finally give you mechanics the awesome piston to play with.
As you might have noticed, the creative mode terrain is built out of big and small tiles with different terrain on them. Every time a new world is created. You get a terrain randomly generated by some of these tiles. We wanted to add more variation with caves, jumps, ramps and huge mountains where you can put your vehicles to the test.
In the future we plan to make it possible to select the tiles you want your world to be made of and even allow you to make your own in our terrain editor. But for now it will have to be a surprise every time you create a world.
Here are the update notes:
Added over 20 new terrain tiles!
Meter Trial
Trench
Vantage Point
Quarry Track
Ramp Mountain
Mudslide
Red Ravine
Drained Lake
Fold
Ditch
Pocket
Flat
Water Loss
Blossom
Rooted
Stockpile
Scratch
Plateau
Rugged Hill
Automne Trial
Jump Mountain
Burm Road
Added a mannequin hand
Redesigned the Air Conditioner part to make it fit better in Survival mode.
Please keep in mind that updates like this do not affect the work we do on survival mode. These updates are made to give you some fun new things to play with while we work on survival mode and bigger features.
Next up we plan to add some needed weld tool fixes, chinese language support and finally give you mechanics the awesome piston to play with.
As you might have noticed, the creative mode terrain is built out of big and small tiles with different terrain on them every time a new world is created. You get a terrain randomly generated by some of these tiles. But we wanted to add even more variation. More places with jumps, ramps and huge mountains where you can put your vehicles to the test. We always like to test things out to make sure everything works great. So we have added over 20 new terrain tiles to the test branch.
If you like to help us test the new terrain tiles, you can do so now by following these steps:
In the future we plan to make it possible to select the tiles you want your world to be made of and even allow you to make your own in our terrain editor. But for now, it will have to be a surprise every time you create a world. Thanks for reading Mechanics! Let us know what you think!
As you might have noticed, the creative mode terrain is built out of big and small tiles with different terrain on them every time a new world is created. You get a terrain randomly generated by some of these tiles. But we wanted to add even more variation. More places with jumps, ramps and huge mountains where you can put your vehicles to the test. We always like to test things out to make sure everything works great. So we have added over 20 new terrain tiles to the test branch.
If you like to help us test the new terrain tiles, you can do so now by following these steps:
In the future we plan to make it possible to select the tiles you want your world to be made of and even allow you to make your own in our terrain editor. But for now, it will have to be a surprise every time you create a world. Thanks for reading Mechanics! Let us know what you think!