Bots / Version 1.0
10

Tapebot

The ranged bot family covering standard blue tape, red explosive shots, green bubble-plastic fire, and yellow slowing ink across Warehouses, Growlabs, and raids.

Version 1.0Checked July 2026Identify the bot, follow its resource route, or counter its attackHow to get it ↓
In-game asset / bots
Tapebot from Scrap Mechanic Survival
Category
Bots
Health (Normal)
40
Blue projectile damage
55
Red projectile damage
62
Tapebot
Entry version boundaryTapebot is checked for 1.0

The live game version is shown separately from this article's own test label. Structured recipe, trade, object, and quest relationships can also carry older source versions and are not automatically promoted by a site-wide release update.

Live game
1.0.5
Entry version
1.0
Entry checked
July 2026
Health (Normal)
40
Blue projectile damage
55
Red projectile damage
62
Battery drop
≈35.7%
Component Kit drop
≈14.3%
Empty roll
≈50%
Combat families
Blue, Red, Green, and Yellow
Primary stages
Warehouses, Growlabs, and high-pressure raids
How to get it

Routes and locations

Tapebots are ranged Warehouse enemies concentrated inside industrial dungeon floors.

Method / location

Warehouses

Expect them in corridors, offices, and open interior spaces after using a Warehouse Key.

Method / location

Warehouse approach

Prepare ammunition, healing food, and cover before entering.

Before you leave
  • Their tape projectiles are extremely dangerous.
  • Use cover and avoid crossing large open rooms carelessly.
  • Clear the return path before carrying rare crops or loot.
Game data

Tapebot recipes and properties

Threat type
Accurate ranged pressure
Cover requirement
Hard corners and one-angle peeks
Green variant
Weaponized bubble-plastic projectile
Yellow variant
Four-color ink that hurts and slows
Counter
Spudgun from cover; avoid open room centers

Tapebot loot (Normal difficulty)

DropChance / note
Battery≈35.7%
Component Kit≈14.3%
None≈50%

Blue Tapebots deal 55 damage; Red Tapebots deal 62. Drop rates are shared on the documented loot table.

Peek One Angle, Not the Whole Room

Tapebots punish full doorway exposures. Slice the room: clear the visible shooter, return to hard cover, then open the next angle. Crossing the center for a Battery on the floor is how Warehouse runs end early.

  • Bring a real potato reserve—misses cost more than Totebot fights.
  • Check elevated and side balconies before looting desks.
  • Never use the cargo truck as disposable cover inside the building.

Blue Versus Red Projectile Weight

Both color lines sit at 40 HP, so time-to-kill is similar with a Spudgun. The difference is incoming damage: Blue at 55 and Red at 62 make mistakes lethal faster. Treat Red as the stricter cover check when both are present.

Battery Farming With Empty-Roll Patience

Roughly half of Tapebot kills return nothing on the documented table. Batteries appear about 35.7% of the time and Component Kits about 14.3%. Plan electrical crafting around multiple Warehouse clears, not a single lucky kill.

Interior Lighting and Sound Discipline

Dark Warehouse corridors hide muzzle flashes until you are already committed. Use Glowsticks or vehicle lights from behind cover, listen for the tape-fire cue, and do not sprint past uncleared corners while overloaded with loot.

  1. Light the next intersection from cover.
  2. Eliminate the Tapebot before picking up floor loot.
  3. Stage Batteries in a hallway chest before the next floor.

When Raids Bring Tapebots to the Farm

High plant-value farms can invite ranged bots into open fields. Soft wood fences fail as cover against 55–62 damage shots. Add metal or concrete peek panels on the raid approach and fight from those, not from crop soil.

Green and Yellow Tapebots Change the Room

Green Tapebots use weaponized bubble plastic and are most dangerous in groups that fill a corridor with overlapping fire. Yellow Tapebots use sorting ink that both damages and slows, turning an exposed retreat into a failed retreat. Growlab cover needs multiple exits so a slowing hit does not trap the player behind one corner.

  • Blue: treat every exposed angle as a high-damage shot lane.
  • Red: leave the impact area before the explosive projectile lands.
  • Green: avoid standing where several bubble paths overlap.
  • Yellow: preserve extra retreat distance before the slowing ink connects.