1.0 BOTS AND CREATURES

Scrap Mechanic Bots and Creatures

Health, damage per difficulty, how far each bot can actually see you, what it drops and what to do about it. Every figure is read from the current game version.

7Bots with an official name

Bots that fight back

These five attack on sight. The biggest hit is the hardest single blow the bot can land on you on Normal difficulty.

Creatures that do not

Neither of these has an attack of any kind. The release does not even give them a vision cone, so nothing you do turns them hostile.

You cannot kill it

How to read these pages

What difficulty changes

Easy multiplies every hit you take by 50%. It does nothing to how much health a bot has, how hard it hits your build, or how fast it attacks. Both figures are shown side by side on every attack, so nothing on this site assumes which difficulty you play on.

How to read a vision cone

A bot's sight is a cone that trades width for distance, never a circle. A Haybot sees 40 m within 20 degrees of straight ahead, 20 m within 40 degrees, and only 3 m once you are 80 degrees off its centre line. The number that matters is the one for the angle you are standing at, which is why every band is published rather than a single sight range.

The Haybot and the green Totebot share that short-sighted cone. Off their centre line they notice almost nothing, so approaching from the side is worth more against them than any weapon choice.

The Farmbot and both Tapebots are different: their widest band still reaches 16 m, so there is no closing in from the side on those three. Every cone still leaves the rear uncovered, which is where an approach has to come from, and treating one of them like a Haybot is how people get caught.

What actually gives you away

Sight is the only sense that finds you. The second range every bot carries is not for footsteps: it picks up machinery that is running, and only machinery. A bot takes the nearest block that is switched on within 40 m, walks over and looks around from there, so an idling engine draws bots to a place you are not. Arriving on foot leaves them nothing but the cone. Once one does have you, it pulls in anything within 20 m of itself.

20 m
Electric Engine, Electric Engine Level 1, Electric Engine Level 2, Electric Engine Level 3, Electric Engine Level 4, Electric Engine Level 5, Gas Engine, Gas Engine Level 1, Gas Engine Level 2, Gas Engine Level 3, Gas Engine Level 4, Gas Engine Level 5, Scrap Gas Engine, Thruster, Thruster Level 1, Thruster Level 2, Thruster Level 3, Thruster Level 4, Thruster Level 5
40 m
Horn, Radio, Totebot Head: Bass, Totebot Head: Blip, Totebot Head: Percussion, Totebot Head: Synth Voice

A block counts only while it is running: switched on, driven by something switched on, or turning a bearing. The shorter of the two ranges wins, so an engine is heard from 20 m even though the bot's own range is longer.

Why cooldowns look wrong

Three separate gates can hold an attack back and they do not add up. An attack has its own cooldown, a melee swing commits the bot for the length of its animation, and a couple of attacks pause the bot's whole kit. The repeat interval on these pages is the longest gate that applies, because that is the one you actually wait through. The Haybot's swipe is the clearest case: its own cooldown is under half a second, but the animation holds it far longer.

Distances are in metres and speeds in metres per second, as the game stores them.