Scrap Mechanic

Scrap Mechanic

(Survival) Tapebot Shootout
British89  [developer] 27 May, 2020 @ 6:58am
Suggestions
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Showing 1-7 of 7 comments
ForbiddenAedra 29 May, 2020 @ 3:37pm 
Didn't know you made mods :D

Not a note for the actual settings, more the mod page itself. I always see mods with brief descriptions but no actual values listed. Maybe worth adding a Discussion with all the values or on the main description. Just so people know how different it is. E.G

Vanilla Tapebot Damage per hit: self.rangedAttackEvent = 55
Vanilla Tapebot Range: self.attackRange = 40

Updated Tapebot Damage per hit: self.rangedAttackEvent = 10
Updated Tapebot Range: self.attackRange = 200

Just so people know what they are getting into.
British89  [developer] 29 May, 2020 @ 4:22pm 
Long time no speak mate not a bad idea to be honest didn't think people cared about the guts of mods lol
ForbiddenAedra 30 May, 2020 @ 2:51am 
I tend to see a lot of queries about this stuff in comments on other Workshop Mods, so probably will save you a lot of queries from people if the mod gets big :D
Its very useful for learning and helping other people to create their own Mods, I like knowing how things work even if I don't plan to publish anything myself. However I saw the file you edited, now I also know how to Mod Scrap Mechanic which I did not before! So just helps out the community and helps other people create their own Mods.
British89  [developer] 30 May, 2020 @ 5:16am 
Yeah i started just changing a few values here and there for myself but after watching a few Youtubers complaining about the same stuff i decided to just publish them lol, Stuff like the tapebot are easy to tweak, have you looked at my Efficient engines mod? that was a pain in the back side to do lol
Adamanticore 30 May, 2020 @ 6:13am 
this mod is great, this is the damage output I was expecting in the base game when i did my first Warehouse instead of the totally ridiculous 2 shot Aimbot kills these f**kers did now it takes about 4-5 shots to kill me, it's not too OP either, it takes 5 body shots to kill a Tape bot but still only one headshot, just how it should be! so when you next stumble upon a group of 3+ tapebots you actually stand a chance of surviving the encounter now instead of either 100% dying in 1 second or running the hell away and waiting for ur HP to recover time and time again.
ForbiddenAedra 30 May, 2020 @ 6:39am 
Originally posted by British89:
Yeah i started just changing a few values here and there for myself but after watching a few Youtubers complaining about the same stuff i decided to just publish them lol, Stuff like the tapebot are easy to tweak, have you looked at my Efficient engines mod? that was a pain in the back side to do lol
I have seen the other Mod, I saw your name and was like... Wait. Lol. I havent installed either yet but was thinking of doing it at some stage. I want to do some investigating in the Path finding to understand how the bots move for a more efficient base before I start playing again. I found a file named "CombatPathingState.lua" so I was trying to see if I could figure it out from that, but just seems to call some functions we cant see.

This section looks interesting too me but unsure if I can dig much further:
if self.backtrackCounter and self.backtrackCounter > 1 then
self:sv_debugText( "There seems to be no way in. Start breaching!" )
self:sv_breach()
self:sv_popPath()
return
end
British89  [developer] 30 May, 2020 @ 10:12am 
Originally posted by Smokey Joe:
this mod is great, this is the damage output I was expecting in the base game when i did my first Warehouse instead of the totally ridiculous 2 shot Aimbot kills these f**kers did now it takes about 4-5 shots to kill me, it's not too OP either, it takes 5 body shots to kill a Tape bot but still only one headshot, just how it should be! so when you next stumble upon a group of 3+ tapebots you actually stand a chance of surviving the encounter now instead of either 100% dying in 1 second or running the hell away and waiting for ur HP to recover time and time again.
Exactly mate, I was planning on slowing down their reaction time too but didnt want to make them too easy concidering its still a 1 shot headshot.



Originally posted by ForbiddenAedra:
Originally posted by British89:
Yeah i started just changing a few values here and there for myself but after watching a few Youtubers complaining about the same stuff i decided to just publish them lol, Stuff like the tapebot are easy to tweak, have you looked at my Efficient engines mod? that was a pain in the back side to do lol
I have seen the other Mod, I saw your name and was like... Wait. Lol. I havent installed either yet but was thinking of doing it at some stage. I want to do some investigating in the Path finding to understand how the bots move for a more efficient base before I start playing again. I found a file named "CombatPathingState.lua" so I was trying to see if I could figure it out from that, but just seems to call some functions we cant see.

This section looks interesting too me but unsure if I can dig much further:
if self.backtrackCounter and self.backtrackCounter > 1 then
self:sv_debugText( "There seems to be no way in. Start breaching!" )
self:sv_breach()
self:sv_popPath()
return
end
I have been looking into the pathing too but mainly keeping them from all bunching into 1 area which seems to be causing the most lag on big raids, i want them all picking a spot to attack rather than queuing at 1 location, that snippet you posted could be part of it, that seems to be doing a parimeter check around blocks to find a path to their destination so if they do a full circle check once then they will just start making their own path, interesting.....
Last edited by British89; 30 May, 2020 @ 10:14am
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