Build & Progression Lab / 11 working blueprints

Scrap Mechanic Builds - Build the Job, Not Just the Shape

Start with the task: drive, haul, mine, water, harvest, defend, or automate. Each blueprint gives you a baseline size, part count, crafting cost, connection map, construction order, and pass/fail test before decoration begins.

Start here

Choose the job and compare the build

Find the job you need, then check its baseline size, build time, working part, and difficulty in the same row. Each blueprint appears once, with one route to its complete construction file.

JobRecommended blueprintBaselineBuild timeKey partPart typesDifficulty
01Learn steering and drive
Recommended blueprint
Starter carVEH-01
Baseline10 × 16 blocks
Build time20–35 minutes
Gas Engine Level 1 item icon
Key partGas Engine Level 1
Part types8
DifficultyFirst build
02Explore rough terrain
Recommended blueprint
Off-road scoutEXP-10
Baseline10 × 16 blocks
Build time40–65 minutes
Off-Road Suspension Level 1 item icon
Key partOff-Road Suspension Level 1
Part types9
DifficultyIntermediate
03Move packed produce
Recommended blueprint
Cargo haulerHAU-07
Baseline14 × 26 blocks
Build time45–70 minutes
Large Chest item icon
Key partLarge Chest
Part types8
DifficultyIntermediate
04Collect loose resources
Recommended blueprint
Collector truckUTL-06
Baseline14 × 24 blocks
Build time50–75 minutes
Resource Collector item icon
Key partResource Collector
Part types9
DifficultyIntermediate
05Mine Excavation Island
Recommended blueprint
Mining vehicleMIN-02
Baseline14 × 24 blocks
Build time60–90 minutes
Plasma Drill Level 1 item icon
Key partPlasma Drill Level 1
Part types10
DifficultyAdvanced
06Water a crop row
Recommended blueprint
Automatic wateringFRM-03
Baseline8–12 soil plots
Build time35–55 minutes
Water Cannon item icon
Key partWater Cannon
Part types8
DifficultyIntermediate
07Harvest a crop row
Recommended blueprint
Vacuum harvesterFRM-08
Baseline8 × 14 blocks
Build time40–60 minutes
Vacuum Pump item icon
Key partVacuum Pump
Part types9
DifficultyIntermediate
08Close a vehicle entrance
Recommended blueprint
Defense gateDEF-04
BaselineVehicle width + 4 blocks
Build time40–60 minutes
Piston Level 1 item icon
Key partPiston Level 1
Part types7
DifficultyIntermediate
09Learn multi-input logic
Recommended blueprint
Basic logic doorLOG-05
Baseline3 × 5 blocks
Build time20–30 minutes
Logic Gate item icon
Key partLogic Gate
Part types6
DifficultyFirst build
10Move between floors
Recommended blueprint
Piston elevatorLOG-09
Baseline6 × 6 blocks
Build time45–70 minutes
Piston Level 1 item icon
Key partPiston Level 1
Part types7
DifficultyAdvanced
11Control two-door access
Recommended blueprint
Sensor airlockLOG-11
Baseline4 × 6 blocks minimum
Build time45–70 minutes
Sensor Level 1 item icon
Key partSensor Level 1
Part types7
DifficultyAdvanced
Bot-specific changes

When the bot changes, change the build

“Farm defense” is not one mechanism. Melee swarms test the impact lane, Tapebots test sight lines, Yellow Totebots test vertical clearance, and underground bots test whether a vehicle protects its working parts.

Bot or resource routeFailure pressureUse this blueprintChange before testing
Cablebot

Cablebots attacking exposed vehicle parts

Mining vehicle

Shield the working-part mounts and keep a service side that can be repaired quickly.

Tool decisions

Which tool belongs to which stage?

The building tools solve different workshop problems. Use them in a deliberate order: support, connect, test, relocate, then label.

Browse every tool →
01Lift item icon

Lift

Use it for

Frames, wheel alignment, underside access, rollover recovery

Workshop rule

Keep one reachable frame point after bodywork and cargo are fitted.

Used in

11 blueprints

02Connect Tool item icon

Connect Tool

Use it for

Steering, engines, bearings, switches, Sensors, Controllers

Workshop rule

Test one signal path at a time and reverse only the incorrect bearing.

Used in

11 blueprints

03Weld Tool item icon

Weld Tool

Use it for

Moving a tested module onto a final chassis or fixed structure

Workshop rule

Prove the module separately before welding it into a harder-to-reach space.

Used in

7 blueprints

04Paint Tool item icon

Paint Tool

Use it for

Marking controls, movement zones, service points, and safe positions

Workshop rule

Use the same color for the same function throughout one creation.

Used in

9 blueprints

Working parts

Match the mechanism to the scene

A tool head defines the job; the chassis or structure only carries it. Keep power, movement, and storage as separate testable systems.

1.0 progression machines

Choose the station after the job is proven

These machines extend a working build or production line. They are not replacements for the blueprints above: first prove movement, water, storage, or mining, then install the matching station.

Player needMachine or stationHard limit to design aroundNext working route
First correction

Diagnose the symptom before rebuilding

Change one variable and repeat the same loaded test. Several changes at once hide the cause.

SymptomInspectFirst change
Flips in corners

Center of mass, track width, speed, suspension travel

Lower heavy parts or reduce power before adding armor

Steering shakes

Bearing direction, wheel contact, steering angle, frame flex

Raise the build and test each steering joint slowly

Tool head bounces

Contact angle, chassis mass, joint stiffness, driver visibility

Control tool pressure instead of ramming the target

Automation stops halfway

Input state, connection path, collision, controller sequence

Return to manual movement and test one output at a time

Works empty, fails loaded

Cargo position, suspension load, engine power, braking distance

Tune with normal cargo placed low inside the wheelbase

A compact Scrap Mechanic vehicle with a low chassis
First workshop file / VEH-01

Start with the bare chassis

Build the 10 × 16 starter frame, align six Bearings, connect four Wheels, and prove steering at low engine power before adding a chest or body panels.

Build the starter car →