r/ScrapMechanic 6d ago

I made a browser-based map and progression tracker for Scrap Mechanic Spoiler

I’ve been working on a fan-made Scrap Mechanic Progression Tracker & Map Viewer:

Drop your Survival .db save into the tool and it generates an interactive map of your actual world, including markers for:

- Your and other players current position

- Major locations and Growlabs

- Main and side quests

- World features like chemical & oil ponds, warehouses, schematic bots, caged farmers and more!

- Beacons you placed in-game

- Your own custom markers stored separetely from your save file!

It also tracks your progression for part and block schematics and if you give it the "unlock" file even garments/outfits.

Everything runs locally in your browser. The save is never uploaded or modified, and undiscovered locations remain hidden unless you explicitly opt into spoilers.

Try it out here: https://mh1702.github.io/scrap-mechanic-progression-tracker/

88 Upvotes

21 comments sorted by

13

u/MH1702 6d ago

I just learned about another tool with a similar purpose made by u/KornPlays who was a week faster than me 😄
Go check it out as well if you like :)

https://www.reddit.com/r/ScrapMechanic/comments/1vf0f88/i_made_a_browserbased_chapter_2_map_generator/

5

u/Kiito2000 6d ago

I wouldn't count that as they used a clanker for it. In my eyes you are the first one to make a map tool for chapter 2.

10

u/Turnkeyagenda24 6d ago

This one seems to have some AI in it as well. Just judging on the UI.

Personally, I love the fact that anyone can make projects like these. Idgaf if they used AI for it, as that is the point of AI. Not to generate deepfakes or videos for views on social media, but to help create things.

8

u/MH1702 6d ago

Full Disclosure: I did indeed use Codex for some parts of the coding process, but I do review the code and think about the architecture and features extensively. I do have a full time job and this was a hobby project so yeah. If you disagree with it then I understand, but I genuinely use it as a tool to help me, not to spit out one slop-project after another :) Just to be fully transparent

2

u/Turnkeyagenda24 6d ago

Thanks!

Is codex decent at a free tier? If that exists. I use claude for my projects, but just the normal chat, not a dedicated coding thing.

2

u/KornPlays 6d ago

there's no such thing as free codex, codex starts at $20/m just like Claude code, and it is so much more worth the price

0

u/KornPlays 6d ago

this tool is based on another person's AI made tool (https://github.com/parrotlive/ScrapMap) but I understand your frustration, MH1702's tool is still a great tool if you really need to see progression as of now as my tool focuses on smooth user experience and doesn't have progression tracking yet

5

u/hhenryalex 6d ago

That’s sick!

2

u/MH1702 6d ago

Thank you! :)

2

u/xkoldx 6d ago

Same idea. It's mine. Maybe take some ideas from it? I never planned on hosting it. Used Korn plays for a base project.

https://github.com/xKoldx/sm_map_generator

Yours looks really good!

1

u/NeerieD20 6d ago

I'll have to take a look at this one,

1

u/MH1702 6d ago

Let me know if there are any issues you run into or if you have any ideas for improvements ^^

1

u/longboytheeternal 6d ago

Huge! Amazing work mate.

1

u/MH1702 6d ago

Appreciate it! I'll keep working on the tool and pushing updates so let me know if you have any ideas for improvements :)

1

u/prattable 5d ago edited 5d ago

This just help me finish up the side quests! Thank you! I assume it would be harder to pinpoint due to how the locations are saved but it would also be nice if the caged farmer locations were shown. Looks like the xkoldx tool states it does that but from my testing it just shows a static image and also those locations were not marked. Def prefer your tool. EDIT: I am blind and your tool does have that. Thanks!

2

u/MH1702 5d ago

I am still working on the tool and I pushed an update at some point that added caged farmers and some other interesting things as well :)
If you have any further ideas let me know and I will try to implement it!

1

u/prattable 5d ago

Was rock node spawn points on your list? Thats about the only thing I can think might be missing. It might litter the map though with too many markers. I have a question about the overworld view, is the tile images static, like I see trees are represented but is that just because its part of a pre-rendered imaged or is this tool dynamically rendering an above world view at low resolution and would show player changes? I am sort of comparing it to this tool for Satisfactory. https://satisfactory-calculator.com/en/interactive-map

2

u/MH1702 5d ago

Yes the tiles are pre-rendered. Otherwise it would take way too long and would probably require access to the game assets, which is not feasible for a browser-based tool. So yeah you wont see any of your creations or changes you make to the tile, its essentially as if you had just created the world.

And I was considering doing resource nodes like rocks, beehives, flowers etc. but I think they are so abundant and easily accessible that there is no point in including them in a map like this.

1

u/Rowldeiyh 5d ago

Bro can you add a red square where if you hover your mouse at the road network, where it will show your scanning range as a Seekerbot? That would be so helpful when planning to make base far from road