Principiantes

Scrap Mechanic: guía para principiantes de Supervivencia (1.0)

Del accidente de la nave a tu primer vehículo que funciona: qué comida merece la pena, dónde va la cama de reaparición y los errores que cuestan una tarde entera.

Primeros pasos y progresiónActualizado 2026-08-12

Follow the crash site quest before you build anything

Scrap Mechanic 1.0 opens with the Getting Started quest, and it is worth doing in order rather than wandering off. It walks you through putting out the fire on your ship with a bucket of water, finding the Master Battery that restores power, crafting a Connect Tool, reconnecting the ship’s console, opening the Logbook, and setting a waypoint to the Mechanic Station.

Those steps are not filler. They hand you the three things the rest of the game runs on: the Connect Tool, which wires one part to another; the Logbook, which is where every quest and waypoint lives; and the Mechanic Station, which is the first place with equipment worth using. Skipping ahead usually means walking back later.

The quest after it, A Stranger in Need, introduces Hubert and pays out two schematics for helping him clear a ruin. The Mechanic Station quest then asks you to restore power there and build a Craftbot. That is the point where crafting stops being scraps in your pocket and starts being a workflow.

Health is the only meter you have to keep an eye on

There is no hunger bar and no thirst bar in 1.0. Food exists to restore health, nothing else, so you can walk past a berry bush without a timer ticking down. You start with 100 maximum health.

What each edible restores, from the current game data:

Item Health
Corn 4
Tomato, Milk, Flower Tea 20
Carrot 25
Redbeet 30
Banana 35
Blueberry 40
Orange 45
Broccoli 50
Pineapple 55
Sunshake 100
Pizza Burger, Veggie Burger 125

Chili is the trap. Eating one costs 100 health rather than restoring it, so it belongs in recipes and nowhere near your hotbar.

Pizza Burger and Veggie Burger are the only two edibles that also grant a perk, and the game picks one you have not earned yet. The four perks are 25 extra maximum health, a hammer that swings 1.25 times faster, fall damage cut to 60 percent, and a jump 1.25 times higher. Only one of them touches the health bar, and each perk is handed out once, so four burgers leave you on 125 maximum health rather than a stacked bar, plus a better hammer, softer landings and a higher jump. Saving burgers for perks rather than emergency healing is the play most new players work out too late.

Water is the other thing that can kill you quietly. You have 60 seconds of air underwater, and after that you take 5 damage every second until you surface.

The one item to craft before you go exploring

The Respawn Bed costs 50 Wood Block Level 1, 20 Cotton and 10 Paint Ammo at the Craftbot, and it is Survival only. It decides where you come back after dying. Until you place one, every death sends you back to the start area, and the walk gets longer as you push outward. Build it before the first long trip, not after the first long death.

Choosing where the base goes

Base placement is a judgement call rather than a rule, so treat this section as advice rather than as game data.

Put the base near the Mechanic Station early on. You will be returning to it constantly, and the travel time you save in the first few hours is worth more than a prettier view. Flat ground matters more than it sounds: creations spawn out of the Lift on a flat footprint, and a sloped base means every vehicle you drop rolls away from you.

Keep the farm somewhere else. Crops are what draw raids, and raid strength is calculated from the value of the crops planted in the area, not from how many plants you have. A base and a farm in the same spot means every defensive structure you build is also the thing you have to defend. Work out what a planned farm is worth before you plant it, then put walls where they will actually be used.

If defending a farm is not the part you came for, raids can be switched off entirely with one of the developer chat commands, though that takes a launch option and a save you are willing to change.

Your first vehicle, and what it costs

A driveable vehicle needs four things: something to sit on, something to turn, something to make it turn, and fuel. At Level 1 the parts and their Craftbot costs are:

  • Driver’s Seat Level 1: 20 Metal Block Level 1, 2 Component Kit, 1 Circuit Board, 10 Cotton
  • Gas Engine Level 1: 20 Metal Block Level 1, 5 Component Kit, 1 Circuit Board, 5 Crude Oil
  • Bearing: 1 Metal Block Level 1, or 3 Scrap Metal Block at a workbench or Portable Crafter
  • Big Wheel: 40 Wood Block Level 1, 10 Metal Block Level 1, 6 Beeswax
  • Gasoline: 5 Crude Oil into 5 Gasoline at the Craftbot, or 1 Crude Oil into 1 Gasoline at a workbench or Portable Crafter

The Bearing and Gasoline lines are worth reading twice, because only one of them rewards walking to a different station. Gasoline costs one Crude Oil per can wherever you refine it. The Craftbot takes five barrels and gives back five cans, a workbench or Portable Crafter takes one and gives back one, so no station stretches your oil further than another and the Craftbot only saves you from repeating the order. The Bearing is the one with a real gap, and it goes the other way: 1 Metal Block Level 1 at the Craftbot, and a Metal Block Level 1 is itself pressed from 2 Scrap Metal Blocks there, against 3 Scrap Metal Blocks at a workbench or Portable Crafter. Early on, when Crude Oil is the bottleneck, plan around how much oil you have rather than around where you refine it.

Off-Road Suspension Level 1 costs 20 Metal Block Level 1, 1 Component Kit and 2 Crude Oil, and the version with a bearing built in is that part plus one Bearing. Suspension is not required to drive, but the first time you take a rigid four-wheel frame across broken ground you will understand why people fit it.

Build it in this order

Lay the seat down first and build outward from it, because the seat is what everything else has to reach. Attach bearings to the frame before the wheels, then hook the engine to the bearings with the Connect Tool. Test drive on flat ground before adding armour, storage or anything decorative. A vehicle that flips on its first corner is easier to fix when there are twelve parts on it than when there are ninety.

Ride the main quest line rather than free-roaming

There are 21 main quests in 1.0, and they are the fastest route to better parts. Quest rewards include schematics, which is how a locked recipe becomes a buildable one. A Stranger in Need pays two schematics; Built to Last, which asks you to rebuild Hubert’s watchtower, pays an epic one.

Free-roaming is more fun once you have the tools that make travel and combat manageable, and the quest line is what hands those over. Check the quest pages when you are unsure what a step wants, then go back to building.

Mistakes that cost new players an afternoon

  • Planting a farm next to the base. The farm is the raid magnet; the base is what you did not want raided.
  • Eating a Chili by accident. It does 100 damage.
  • Spending burgers on healing instead of perks. Four burgers permanently improve your character, and ordinary crops heal just as well.
  • Exploring before placing a Respawn Bed, then losing the walk back.
  • Building a large vehicle before test driving a small one.
  • Ignoring the Logbook. Every waypoint and quest step lives there, and the game expects you to use it.

Beginner questions

Is there hunger and thirst in Scrap Mechanic 1.0?

No. Food only restores health in 1.0, so there is no hunger bar and no thirst bar to manage. The only edible that works against you is Chili, which costs 100 health.

What should I build first in Survival?

Finish the Getting Started quest so you have the Connect Tool and the Logbook, build a Craftbot when the Mechanic Station quest asks for it, then craft a Respawn Bed before your first long trip.

How do I get a permanent stat upgrade?

Eat a Pizza Burger or a Veggie Burger. Those two are the only edibles that grant a perk, and each one gives a perk you have not earned yet: 25 extra maximum health, a faster hammer, reduced fall damage, or a higher jump. Only the first of those raises the health cap, and only once, which is why a fully perked character sits at 125 maximum health and not higher.

Do crops attract raids even if I only plant a few?

Yes. Raid pressure is worked out from the total value of the crops in the area rather than from the number of plants, so a handful of high-value crops can pull a heavier raid than a large field of cheap ones.

My character is stuck in the terrain. What do I do?

There is a chat command that frees a wedged character, and another that turns raids off, but both sit behind the developer launch option rather than being available in a normal save. The commands page lists what each one does and what turning that option on changes about a world before you commit to it.

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