Scrap Mechanic

Scrap Mechanic

94 ratings
ScrapComputers
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272.427 MB
17 Jun, 2024 @ 12:27pm
19 Jul @ 2:18pm
40 Change Notes ( view )

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ScrapComputers

Description
One of the GREATEST Computer Mods out there!



ScrapComputers is an awesome Computer mod for Scrap Mechanic. There are so many possibilities that you can't even think of! Want to emulate a MOS 6502 CPU? You can do that! Create a Piston Engine Dyno? Why not!

Benefits of using our Computer Mod over others:
  • Easy-To-Use Interface.
  • Everything is documented. (Everything!)
  • Best Display Optimization out there.
  • Fast Lua Virtual Machine (Custom LuaVM)

Documentation Website[scrapcomputers.dev]

If you have spotted any bugs in ScrapComputers, please report it in the comments or in this Discord Server[discord.gg]. Thank you!
Popular Discussions View All (3)
4
12 Feb @ 1:00pm
World doesn't load after installing
TEQUILA
6
29 Aug, 2024 @ 10:44am
replacement for os.execute
_ygroman_1234
0
16 Aug, 2024 @ 7:46am
Radar Usage
BraveCaperCat
178 Comments
VeraDev  [author] 18 Jul @ 7:02am 
@кириешко For ID changing when the target loses blocks, well that makes sense as internally the target's creation gets destroyed into 2 creations. I am pretty sure they have different id's when they break meaning you will have to manage that yourself.

Radar's are not great for small targets and that's intentional to balance things out

For radars being unusable in supersonic speeds, technically a bug but i will call this a feature for balancing reasons.

We want things to be balanced and somewhat realistic. There was supposed to be a inertia drive which basically converted your creation to a spacecraft but that was too overpowered hence why the gravity controller exists meaning in order to make a flyer with ScrapComputers, you will have to do the math with math.pid and use thrusters.

TLDR: Balancing reasons and ID's change due to how the game handles destruction of creations.
кириешко 18 Jul @ 3:41am 
also radar cant see supersonic speed targets, is it fixable or engine limitations?
кириешко 18 Jul @ 3:17am 
and another question, is there any way to make radar detect small targets, like rockets. Even small degree radar cant see it on large distance
кириешко 18 Jul @ 3:14am 
@VeraDev actually ID is changing with mass change, when target loss some blocks it changing its ID
VeraDev  [author] 8 Jul @ 4:32am 
@Maggz Not really without reimplementing the Radar yourself with Unsafe Env making it more optimized.

But that probably will make it slower as all of the Radar code would get ran in the LuaVM which would make it slower than native code.
Maggz 6 Jul @ 5:36am 
Is there a way around this? Without compromising function
VeraDev  [author] 6 Jul @ 1:01am 
@Maggz This is probably because when you get all targets, it scans through all bodies, units and players. In ur case theres probably a lot of bodies and the radar does a bit of expensive stuff.

That's probably why its lagging.
Maggz 5 Jul @ 9:02am 
However it does lagg when fired in a world with a lot of creations welded to the ground. Is there a way around this lagg?
Maggz 5 Jul @ 4:51am 
@VeraDev Yea I figured, I ended up using mass and surface area tho Thx anyways
VeraDev  [author] 5 Jul @ 4:46am 
@Maggz You can track targets based on the target's id. These don't change at all, even if the target gets undetected and then gets redetected