Scrap Mechanic

Scrap Mechanic

Auto Welder
127 Comments
DHLabs gaming 14 Jul @ 7:48am 
@Tordie1 I agree. I even think I know how to do it. Simply, and painted input wired to the welder will output to outputs of the same color wired to another welder
Tordie1 24 Jun @ 2:18pm 
now we need an auto connect tool so we can automate everything
M`rohoj (Мрохой) 1 May @ 1:27am 
I can't figure out what to do if when welding the car is updated and the switch is then off, after than auto welding stops working. How this fix?
genry_stikman 26 Mar @ 6:37am 
Absolute modding
meano331 22 Feb @ 2:25pm 
Also my friend can see it just fine (we play multiplayer and they host, but i don't see the slider on singleplayer either).
meano331 22 Feb @ 2:24pm 
For some reason I can't see the option to change the misalignment threshold. I tried unsubing and resubing but it's still not there. What can I do to fix this?
Dodger99 17 Feb @ 8:16pm 
This will be so helpful with my latest build, a fully operational NASCAR hauler. Welding the stock car to the hauler lift gate and to the inside of the hauler helps with physics and lag while moving the lift gate or while driving the hauler and this will make that so much easier
Dragon Fire 813 15 Feb @ 9:27pm 
I looked at photos of Opitmus Prime in his big rig vehicle mode for reference for the simi-truck.
The trailers I just winged it from memory. Honestly when I play these survival sandbox type games I struggle with not making box like building or simple shaped ships and vehicles.
Dragon Fire 813 15 Feb @ 9:22pm 
Lags for me to unless I set the physics to simple 8. Honestly can't tell the difference between simple 8 and smart, except lag on large complex creations.
Danzen  [author] 15 Feb @ 5:34pm 
You're most welcome!

Your builds are absolutely incredible. I could never create anything even remotely close. I'm more of a technical/functional builder myself. That being said, you must have a monster of a PC because your builds lag my game like crazy, and I thought my setup was pretty beefy!
Dragon Fire 813 15 Feb @ 9:04am 
Also what did you think of my builds?
Dragon Fire 813 15 Feb @ 8:54am 
I'm happy to report that after a reload with 2 large modded creations left welded together (and to my surprise were still welded together) then another reload after unwelding them, that there was no spontaneous disassembly of either creation in either reload. Really appreciate that fix.
Dragon Fire 813 14 Feb @ 7:13pm 
Your welcome, about to hop in game now. Will let you know if I encounter more issues, fingers crossed that I don't.
Danzen  [author] 14 Feb @ 6:52pm 
Thanks for all the positive comments, very much appreciated.

The fix should work as is.
Dragon Fire 813 14 Feb @ 6:11pm 
Also should I pick up and replace them, or should it work as is?
Dragon Fire 813 14 Feb @ 5:52pm 
You guys(and gals) add so much longevity to these games. You are no way obligated to maintain or update mods, but you do because want to and appreciate the community's enjoyment of your work. The least we can do as users of your mods is give some degree of competent feedback, such as provide logs and such, in an effort to help diagnose and fix issues. People posting less than helpful comments like; "It doesn't work, pls fix" or hateful ones like; "It broke my game, this mod is the stupidest thing ever" make it really hard to improve mods and lower the author's moral. Of course there will always some nasty authors and some horrible mods on the various workshops, but the most part y'all fix or add cool thing to the game.
Dragon Fire 813 14 Feb @ 5:52pm 
I'm in general a positive person, try to be helpful in these situations where I can, and I really appreciate what you moders add to these gamse. As a long time user of mods across many games I know that a vast majority of you moders do this as a hobby or you wanted something specific in a game you like.
Danzen  [author] 13 Feb @ 11:37pm 
It wasn't too difficult. I would like to point out that you are a great example of how players should approach and aid modders in finding and fixing bugs.
We can only help you if you help us help you.
Cheers!
Dragon Fire 813 13 Feb @ 11:27pm 
Ok, thanks. I'll try it out tomorrow. Hope it wasn't to hard to fix.
Danzen  [author] 13 Feb @ 7:05pm 
@Dragon Fire 813
I believe I've fixed the issue.
The fix has been uploaded. You may have to wait a while or just unsubscribe and re-subscribe to the mod.
The issue is mod compatibility. One (or more) of the mods you use does not like the new way blocks are defined in version 0.7.0.
Try it out and let me know how you go.
Dragon Fire 813 13 Feb @ 5:22pm 
It's always a likely possibility that it's a mod conflict. Also I don't think I mentioned that it was built in survival and maybe that might be the cause if it's not mod related.
I also might have found a work around with the parking pad from Fants mod. It stores the creation in the pad and projects a hologram of it to reduce lag by having less dynamic creations in the world. After disconnecting the trailer from the truck I stored it in a parking pad. Upon releasing it from the pad after a reload it was fine. The truck, which wasn't stored however, was in pieces.
I'll test with it a little more to confirm that fixes things.
Danzen  [author] 13 Feb @ 4:50pm 
@Dragon Fire 813
Alright I'll test them out, but you do seem to have quite a few other mods on the creations, so it could be a compatibility issue, which is much harder to fix.
I did try a few large vanilla creations and had no issues, the creations were so big/complex that I started losing frames, so I don't think its a size thing.
Dragon Fire 813 13 Feb @ 4:00pm 
@meano331: He mentioned further back in the comments why he can't do that, they are supposed to be treated as a joint part like a piston or bearing, which you can't place on each other in vanilla. Unless you mean welding to something on a bearing or piston, in which case you can as long as there is at least one block/part between the piston/bearing and the weld block.
Dragon Fire 813 13 Feb @ 3:53pm 
Sorry it took so long Danzen. I got the creations uploaded. They where pretty much complete so I wanted to do a proper workshop description for them. I'm not that good of a writer so the descriptions took a while to get right. That and not realizing that the ingame description overrides the workshop one when updating and I had to redo the truck description, which was the longest one.
Any way here are the creations I've had the most issues with:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3426388887
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3426767937
Except for the first time, the issue happened primarily on the truck.
GarthHere 13 Feb @ 12:35am 
Don't use! it deleted my whole base!!!
meano331 12 Feb @ 8:21am 
Can you make it work when the welder or the thing it's welding to (or one or both of the welders when in coupler mode) are on a piston? (I'm assuming it doesn't work on a bearing either but I haven't tested that theory.) I really need it to work on a piston because I want to use it to keep the box steady in the elevator I'm building.
Danzen  [author] 11 Feb @ 11:37pm 
As long as the issue can be reliably reproduced, it is usually fixable.
Dragon Fire 813 11 Feb @ 11:11pm 
I really do like your mod and hope I can be of help fixing these issues.
Dragon Fire 813 11 Feb @ 11:10pm 
I will try to upload that set of creations tomorrow. Whats funny about all this is is that I had a smaller truck and trailer using your gimble mount and hitch design from the video and had not a single issue whats so ever. That's why I think size is playing a part in most of this, as my new truck/trailer combo is 3 times the size of your demonstration truck/trailer in the vid.
Dragon Fire 813 11 Feb @ 11:03pm 
Actually, thinking about it more, it may not be duplicating at all and just be the block position change issue. I'm thinking that because when I edited a unwelded creation after a supposed duplication by attempting to paint a chunk of blocks, those blocks were then in a different orientation after placing it on a lift. I also noticed that the paint highlight cube was going through that same chunk of blocks that tried painting even though visually the block appeared to be there.
Dragon Fire 813 11 Feb @ 10:51pm 
Regarding broken large creations, that issue seems to be similar to the one LoneWS had were the the position of scaleable blocks and wedges would shift and rotate in large and small chunks upon reload, but in my case there was never a game version change and it only happened to builds that were connected by welders in couple mode upon quitting which immediately disconnect upon load due to how switches work or editing a build that seems to be duplicated and occupying the exact same position as the original. It also happened to a small test hitch I made with all vanilla parts and blocks (plus welder). The stick of metal blocks holding the basic test hitch (the pipe part of your hitch from the video) to the pad of metal blocks separated upon reload after a successful weld/unweld. Hope this is a little clearer.
Dragon Fire 813 11 Feb @ 10:51pm 
I realized that the disappearing thing may not necessarily be caused by the duplicating that your mod rarely does, just saying that it happened following the duplication in case it was related (like a duplicated welder merging to the same recipient welder as the original welder).
Danzen  [author] 11 Feb @ 9:21pm 
Firstly, duplication is not disappearance. The disappearance glitch might be related to a game bug the modding community had just discovered literally a couple of days ago. If it is that, then it can be fixed.
There's only so much I can do in isolation about compatibility with other mods. It has to be a joint effort and compromise with the other modder(s).
As for large creations glitching on world load, I've never encountered that before. If you could upload the offending creation(s) to the workshop and link it here I can have a look at it. I will have to point out that if you have other modded parts on the creation then I cannot guarantee that I can resolve or reproduce it.
Dragon Fire 813 11 Feb @ 6:40pm 
A little more info for the bug report and broken creations when loading worlds with welded creations (since I just noticed a similar issue reported by LoneWS).
I'm currently in the latest version: the physics and wedge update, am playing a fresh world post said update with Fants custom gamemode, with new builds in built fresh in said world.
Dragon Fire 813 11 Feb @ 6:21pm 
Despite the issues I'v had I really like this mod.
Dragon Fire 813 11 Feb @ 6:14pm 
Also a warning to those who are using this in couple mode for both welding large creations together or the block starts off in the off state (triggered by placing on lift or world reload.) MAKE SURE to unweld the creations before you leave the world, otherwise upon world reload one of the welded creations will be terribly glitched and broken. And by that I mean chunks of the creation will be twisted and moved around as well as several chunks being disconnected and fall off the creation. Might also happen in normal weld mode to.
Dragon Fire 813 11 Feb @ 5:58pm 
Btw, I don't think the duplication glitch is 100% gone. It just happened a few days ago for me and caused the entire creation to disappear when I reconnected to another creation with the welder block after I thought I removed all duplicated blocks (also deleted the thing I connected to as well.) Hasn't happened since though, so it's probably a quite rare occurrence.
Also the respawn point not transferring over to the welded creation still happens to me. I am using a mod bed from Fants mod and the 2 creations I'm welding/unwelding are decently sized( a good sized simi-truck and trailer.)
Danzen  [author] 11 Feb @ 3:13pm 
Smh, can't satisfy everyone. Some want the threshold larger, others smaller. There're arguments to be made for both. In light of this, I will add a slider for adjusting the threshold.
hugin 11 Feb @ 2:35am 
Insanely cool mod! Though i think the positioning treshholds should be a bit larger, only worked in perfect conditons, kinda usless in actual builds
meano331 25 Jan @ 1:41pm 
It doesn't work when it's on a piston
IDiotschtic09 6 Jan @ 11:17am 
That bug also occurred for me. I was on fant mods custom game mode.
☆LoneWS☆ 6 Jan @ 9:36am 
Ah okay, thanks. You should probably add a disclaimer that this breaks on old worlds while using 0.7.0+ updates.
Danzen  [author] 5 Jan @ 8:14pm 
Hey ☆LoneWS☆,

That is because scaleable blocks works slightly differently in 0.7.0. The mod works for both pre and post 0.7.0. But if you've used the auto welder in a creation in 0.7.0, and then downgrade back to the previous version, the creation will have position data that is incompatible.
☆LoneWS☆ 5 Jan @ 7:24pm 
I do have a very major game-breaking bug that is consistent. No matter if the welders are connected, disconnected, activated or not: Upon reloading a world, all scaleable blocks/wedges tied to a creation that was previously welded/coupled to a different creation loose their position and/or scale data - breaking the whole creation. Parts are not effected by this. This so far has occurred with my train stuff, so the auto welder is connected to a child body on the creation, and this is done on a pre-0.7.0 world.
MrLuke51 30 Dec, 2024 @ 5:14pm 
please help me, how do we put the same object on the same block many times. Like bombs, 100 bombs on the same block (visually, it looks like there is only one bomb)
Pulsar 30 Dec, 2024 @ 12:10pm 
I would like to ask about one problem associated with this mod, the fact is that when welding an object, if blocks at the same level as the welder come into contact with other blocks, then it will no longer be possible to separate them, this happens in both welder modes, I would like to know Is it possible to solve this somehow or add such an opportunity (as a separate mode, for example). The rest of the mod is super, especially the integration into survival!))
Danzen  [author] 24 Dec, 2024 @ 11:21pm 
Hey ☆LoneWS☆,

Yeah, I'm aware of what you're describing, I just wanted a more concrete example of how long of a train we're talking about.

Its just a simple value I can tweak to tighten up the tolerance.

But there's also another commenter in here that wanted the exact opposite, they wanted the alignment to be less accurate so that it is less demanding to weld.

So I have to balance between the two.

But if you can tell me how long your creation is, I can probably tighten up the tolerance a bit to make it work for you.
☆LoneWS☆ 24 Dec, 2024 @ 9:52pm 
Not necessarily an issue or bug, more so an idea to allow for some specific use cases. If this isn't possible, it's not the end of the world. To better detail this as an example, if you had two long beams with auto welders on each in coupler mode, if they are misaligned slightly, upon activating both auto welders, both beams teleport their location to make that connection, the thing is, at the far ends of the beams their relative position may have teleported an entire block or more off from their original location because of the slight misalignment (I'm sure you are aware of this). As a possible idea to avoid the teleporting, the welders in coupler mode could themselves move into a perfect relative position to each other before committing to a weld. This way, a creation could move slightly to adjust instead. Like I mentioned previously, this does impact something like trains where we don't want a small misalignment to cause teleportation off of a track.
Danzen  [author] 23 Dec, 2024 @ 11:49pm 
Hey ☆LoneWS☆,

Please share the creation and map you're using. Or a video showing the issue you're having.