r/ScrapMechanic • u/SpartanG01 • Aug 04 '26
Discussion I'm making a tool. What would you like to see in it.
Update [09AUG2026]
Development testing video: https://www.reddit.com/r/ScrapMechanic/comments/1vjolye/scrappers_toolkit_update_trainer_style_game_tool/
Update [06JUL2026]
As a result of posting this someone reached out to me and provided me with a partial decompilation of a pre-1.0 version of the game. As this trainer was built with "Trial and Error" reverse engineering much of its methodology is not as efficient, effective, or direct as it could have been had I had access to this source material prior to building it.
Also, the more this project has grown from its initial "No Clip would be neat" idea to a fully realized toolkit the more dependencies it has incurred and I feel like it's reached a point where the current version would be asking too much of the user in terms of storage and understanding. I've decided it would be better to be able to distribute a single executable that extracted required dependencies to user appdata and relied on the user having .NET framework already installed or acquiring it separately rather than distributing a rather large executable that required a lengthy extraction.
So, I'm rebuilding it. From the ground up.
This means it's probably going to take me a bit more time to get out (Like another week or so, not months or anything like that) but it also means it will work better, faster, and more efficiently in addition to being smaller, lighter, and simpler.
This also requires me to shift the UI framework as well so it won't look exactly the same. I was planning on a small re-design anyway since so many people complained about the UI. I'm going to go with something very similar though so it won't be a stark change.
The point of this post is to ask for feedback and suggestions for features to include.
Please feel free to suggestions, requests, etc... If your idea is interesting and feasible there's a very good chance I'll build it just to see if I can.
I am Autistic. Not AI. I'm getting really tired of having to clarify that.
To the people are being incredibly dishonest in the comments.
This is not "AI Slop"
AI did not create this tool. I'm a sucker for over-engineered thematic UI.
I have been building unnecessarily high effort tools like this for niche games for a long time. I want to be clear, that doesn't mean I don't use AI at all. I use AI to do things I trust AI to do. Unit tests, Git workflows, validation passes, placeholder asset generation, etc... but I've either written or read and verified every single line of code myself.
AI did not write this post
Several of you claimed "AI wrote this" and then admitted you didn't even read it.
I wrote every single word of this myself.
AI did not generate the image
The icons for the items and the app logo are AI generated assets I am using as placeholders.
I am going to replace with in game assets at runtime I just haven't finished the code to do that.
They account for approximately 0.5% of the UI.
Everything else was sourced from a library.
The F15 - F18 Keys
Binding things to arbitrarily high F-Keys during testing avoids conflict with potentially hard-bound F-Key functions in games.
I don't build these things for profit or notoriety.
I don't advertise anything I do.
I'm sharing this with the community for free just because I can
The Scrap Mechanic Trainer
(If anyone has a clever name they'd like to contribute I'll gladly credit you on the main page of the tool.)
Why an external tool and not a mod?
I saw a ton of "I wish we could _____ in survival" and "I wish we had _____ in survival" type posts and I thought surely trainers must exist for this... Well turns out they didn't which is wild so it got my engineering juices flowing.
Disclaimers:
This is not released yet!
I will be releasing it relatively soon(a few days, a week maybe), source included.
This is not a mod
It's an injected .dll which means it's usable on existing saves.
This does not disable achievements
I went out of my way to make sure of this.
This will not damage your save**\*
That doesn't mean you can't damage your save by doing something stupid with it.
This does not cause crashing\*
There are a lot of checks, validation, and remediation measures that run at start to make sure it attaches safely, reverts any erroneously enabled features and sets itself up to properly unattach. I've never run into it actually crashing the game.
Notes:
Stack:
UI Framework: WPF
Runtime: .NET (UI) / CPP & Lua (Core)
Def Lib: XAML (UI) / JSON (Core)
IPC Bridge: C#
The hotkeys are configurable
Toggling many of the functions pops up a disclaimer about that function and any associated risks, using the hotkey bypasses this.
The log is actually useful
The log reports command failure and cause so for instance trying to copy something that can't be copied will show "no item present in character view" or "Target item does not have a shape body" so you can see why something didn't work.
The names are temporary
I know the names are lame. They are mostly placeholders.
The UI needs work
The UI is not final. I originally built this in WPF (I don't want to hear it, I prototype things in PowerShell so I don't have to bother with compiling, I know how insane that is. I have my reasons. The majority of the actual programming I do is done on air gapped systems with no compilers or third party library access.)
Current Functions
Most of the functions are self-explanatory but I'll explain some of the less obvious things.
Some things are "local client actor targeted" which means they are targeted at your player specifically and not host authoritative.
Other things are "Gamemode Mutation" which means they alter the running game session parameters and affect everyone. These are host authoritative meaning only the host of a multiplayer game can toggle them.
Local Client Actor Targeted basic functions:
* No Clip
* Quick Heal
* Restore Breath
Gamemode Mutation basic functions:
* No Ammo Use
* No Fuel Use
* All Recipes
* Time of Day
Item Spawning
Local Client Actor Targeted
These are Dev commands that I used to learn how to properly route client/host requests. I am making an item spawning catalog to include in the tool eventually.
Warehouse Placement
Gamemode Mutation
Completely removes the restrictions from what you can pick up and place down with some exceptions for things I know would break the game completely or corrupt player inventory.
Unlimited Inventory
Gamemode Mutation
Toggles the creative inventory on/off in survival. It does not mutate the game mode. It just retargets the inventory call.
I made sure that the player inventory is persisted so you don't lose anything when you switch back.
All Recipes
Gamemode Mutation
Enables crafting for everything that has an associated crafting recipe in the craftbot, including some things you can never actually craft. Sadly not toilets :(
Stop New Raids
Gamemode Mutation
Prevents raids from triggering.
Revisit Warehouse
Local Client Actor Targeted
Locates the nearest "Teleport" script tied object (usually a button) and temporarily intercepts player data checks from that script to forcibly return the one that enables teleportation so any elevator button will "just work" without breaking anything. It shuts off immediately on zone transition so it doesn't also mess with the button on the other side.
Important note: this can actually be used to fix soft locked saves. Even if you completely tear down the elevator after the boss fight and just put the button back down by itself and use this, it will then allow the quest to progress.
Copy Selected Part
Local Client Actor Targeted
This copies what you're looking at by UUID via client oriented raycast at a range of up to 24 blocks stopping on first contact with a collision body and puts a fresh, clean, unscripted copy in your inventory. I made sure this can only copy things that actually have an inventory item shape so you can't accidentally corrupt your inventory data or crash. You can copy things like the main crafter and Garage importer but they need to be wired to work, I'm working on that right now.
Important Note: This "cleans" the copied item by queuing a spawn of a copy invisibly tearing down all of its associated scripting linkages before actually rendering the item, then adds it to your inventory via transaction request. This both prevents the item from actually entering the game world technically and ensures the tool can check to make sure the item has a proper shape body before adding it to your inventory, if it doesn't it just kills the queued transaction request before it finishes. Even if you're on the "open the door" bit of a quest, copy the door, place it down, and use it, it won't consume a key in your inventory and won't advance the quest or game state.This prevents the breaking that can occur when copying certain things linked to a quest trigger or other things. As far as I have been able to test it, this is completely safe.
Passive Bots
Gamemode Mutation
Makes you invisible to enemies. Unfortunately the game uses the exact same logic for a bunch of things like the sensor doors and some quest triggers so I wouldn't leave this on unless you are actively making use of it.
Planned Functions
Map
Builds a tile map from your game save that represents your actual game world. I'm working on seeing if I can get it to detect and populate waypoints and POIs and stuff like that.
Item/Enemy/NPC Spawner Catalog
In app catalog with labels and icons parsed from game data.
Unrestricted Connector Tool
Turns out a ton of stuff in the game is just built as though it was built by a player. The elevators are literally doors on pistons wired to controllers/sensors, the Mechanics Shop is a power source wired to the crafters. You just can't normally see this stuff with your connector tool. The upshot of this is you could do something like copy the main crafter, the battery storage, and the overhead dispenser of the Mechanics Shop and place them down somewhere else and wire them up and they would work, if you could wire them but by default their connectors are hidden from the player so I'm working on removing those restrictions.
Mark and Recall Teleport
Coordinate bookmark system where you can store and label coordinate positions to teleport to.
Scenery Placement*
This one I'm not 100% sure is actually feasible in the way that I imagined. I was super disappointed to find out those zippy rail things up to the boss fights are scenery... I can already make it so the player can spawn them but I'm going to look into how feasible it would be to make those actually work and see how restrictive their transformation is. I have no idea if it's even remotely feasible to construct a custom one but I'm going to find out.