

Starvetober Day 9! Frog!
I know im almost late- Ive been playing Valheim and taming this 2 star wolf whilst drawing was a fuckin nightmare xD


I know im almost late- Ive been playing Valheim and taming this 2 star wolf whilst drawing was a fuckin nightmare xD
I have completed Scrap Mechanic Chapter 2 and have easily racked up over 100 hours in the update and I have many thoughs-
But just so people know, there are spoilers from everywhere in the game to back up my reasoning as to why I feel that the Dev Blogs felt like they got my hopes up too high
-The Dev Blogs felt misleading and showed content that doesn't exist-
-We got Yellow Totebots and it misled us to thinking these bots would be in small scrap houses
-Red Totebots were depicted as a dangerous enemy that would roam the world
-Growlabs weren't depicted as entirely story based and seemed larger?
-UV Grow Beds were depicted as on the move farms
-Drills never come out of the ground to the surface!
-You cant even plant underground
-The Underground is much more claustrophobic than in the trailer AND in devblogs
-The Underground felt in devblogs to be underneath the soil, even if it had its own elevator to get down to, it still felt like it was going to be more a part of the world rather than an extension
-Sticky Wheels feel as if they changed and aren't as good as before
-Mining facilities that just don't exist with puzzles
-The Trash bot was NEVER said to be a story mode boss and was going to be on the top of the warehouses not warehouse
-Battery Generator doesn't exist
-Plasma Saw never existed
-Chilis not being the spicy and dangerous crop they proclaimed it to be
-Grow Labs Being Story Driven and also containing important blueprints-
Grow labs as said above was in my eyes expected to be familiar to Warehouses, getting a key, going in, and getting something. That something turned out to be the progression towards new crops which whilst I do like the idea of that, it felt like the labs weren't justified enough to exist for that reason alone.
Because they were more parkour and story based it made my idea of them being randomly generated practically impossible.
Growlabs I would have loved more if they were things I needed to go to more often and collecting something- Or same as a warehouse where it was generated in ways that made each time going into one appealing that it wasn't always the same and there was a goal, however with this new update that leads me to my next point
-Warehouses dont feel as good as they use to-
While it's cool to go into the warehouses now and be able to blow them up and take their stuff, there were a lot of things before 1.0 that made warehouses extremely useful to go to. For example, fruit seeds were only ever really in warehouses and it was exciting to go into one, with the very deadly tape bots that you had to be careful not to turn a corner and start blasting.
Now, warehouses may have some fruit, no seeds, no deadly tape bots, not even the explosive ones are super deadly. It feels as if their damage got cut in half which while I can see that made it easier, it also shows that Warehouses were no longer the big difficult place it once was.
Warehouses now feel as if I can rush through it with a bit of milk and while I get that newer players will struggle and will enjoy and learn this new warehouse setup, but for older players who have been here since survival released or even before, we see that it became something much easier.
At the end of a warehouse there is some Wonk Cash on the side which I like because it can add to your vault in the mining hub, however, was the money worth it? I like the Cash and we get a lot of it, but 50 Credits per cash stack just didn't feel to me as worth it and was more of a decoration. I could see it at the start of the vault being very lucrative but it's not at the start, unless you picked up the cash at the story warehouse then you have a bit of a boost but other than that, they are entirely disconnected.
I have about 264 Wonk Cash and whilst it takes up a third of my inventory, it is only a value of 13,200. A simple change to make them 100 a piece would make them way more valuable and worth getting rather than being an extra side thing to collect because it's shiny and it's there.
Speaking of warehouse complaints.
-Trash Bot-
The Trash Bot within Devblogs to me was expected to be on top of every warehouse. I expected to be able to fight the big bad bot on top of every warehouse. Collecting blueprints like the sticky wheels or something because the Wheels at the time were green like the Trash Bot, which made me think the Trash Bot would be our gateway to the mines but rather it was just a checkpoint in the story that led to the mines and nothing more.
I would have loved to see at least SOMETHING on the top of the warehouses except for concrete blocks and antenna towers. Hell it doesn't even have to be the Trash Bot all the time! Just give us a couple gold boxes and I'd be perfectly fine with that.
The top of the warehouses were always wanted by the community. I feel to have more and when they showed the Trash Bot we were so excited to have something on top of the warehouses that when it finally came to be, the Trash Bot was only on one warehouse.
You get to fight the Trash Bot again and after that it's clear it won't be a returning enemy which also made me sad.
I would have loved to see a higher level raid have trash not fall from the sky and just spray chemicals everywhere! It doesn't have to be a bullet hell every raid but I would have liked to see the Trash Bot more in the game than 2 encounters.
-Water Content-
The water always felt like it was missing something. We had before Chapter 2 Oil, Glue Clams, and Glow Bugs. The Glue Clams were a nice way to get glue and was an excuse to go into the ocean for the sought after resource. Oil took a while to respawn but it was a way you could get oil easily. Glow Bugs were nice because you could make explosives and glow sticks.
We were shown the Blue Totebot and I was super excited to have more water content. Maybe a structure under water, maybe a place like a reef with a new resource. Instead, the only changes to the water was that we now have that blue totebot spinning at us, glue clams were removed making it only oxygen so you can stay in the water to collect faster returning Oil Vents and a couple of glow bugs.
Now I will say I do like the fact that Fertilizer got changed to required Glow instead of the mix of stuff and it gave the Glow Bugs an even greater use!
But that was- it. There wasn't else added, sure there is a grow lab on the water but its not even in the expanse of the ocean its just its own pocket of water that runs like a waterfall.
-Mining-
The way the Devblogs showed us the mines was that it was going to probably be its own separate place underground where it was an expanse with maybe some tight corners and using the plasma drill to cut through the rock. However, I have only found 1 expansive place underground at like the last level of mining just before the final mining hub. It was so deep and so far that It really shocked me when I saw it. Maybe it's my luck in the generation of the mine but It felt like the mines were not even close to what was described to us in the devblogs.
Farming in the Caves doesn't even exist and yeah you could probably plant on the UV grow beds underground but.. Why? The UV Growbeds don't even trigger raids and are limited to specific crops. In return they give 5 of the crops they allow which whilst that is cool that it gives 5 tomatoes for 1 seed, it wasn't what we saw and it felt like that hope of having a mobile raid base, or planting underground and defending your farm from drills coming out of the ceiling, it just doesn't exist.
With them talking about farming in the mines and showing us large areas I was given the impression it was going to be a more closed off open world area where we drive around, mine, fight some bots and maybe even find a mining hub.
However, all it turned out to be was driving in paths you make, mining until you strike something valuable, and barely any enemies. If only the mines were more open as if people actually had mined there before, and had bots assisting them because that's what the red robots did. It would have made the mining hub much more dangerous and exciting to try and defend crops or build a base underground in beautiful scenery. But that's just.. Doesn't happen.
Also that the Mining hubs were way smaller and WAY less what I expected. From their dev blogs it made me think of puzzles and traversing this massive place but it just isnt that at all.
My concern especially is how large are the mines? I know I haven't dug nearly enough to see everything possible since I haven't found any fossils that were in the trailer but I did beat the game and was hoping to find something. I did find a total of 5 gems that I had on my cars back but other than that it was just finding ore, mining it, continue to blindly drill and you might hear bots but don't know where they are exactly (especially with the bots noises breaking and sounding like they are right in front of you it just doesn't help)
-Builder Quests and NPCs-
I liked the idea of builder quests and I guess I wished it was less of a side quest thing and more involved because driving around the world trying to find every possible quest feels frustrating. Personally whilst I like exploring I really didn't like travelling super far from things and the fact that these quests can be scattered all throughout the map just makes me feel.. Upset? I'm totally fine with them not being all in one spot but I would have liked to have someone like Hubert who was pretty much THE leader of the farmers in the bot uprising, but then turn to someone who were builders and they needed help building contraptions. The Lady closer to the end I was so sure would be somewhat like a master builder who needs our help to build some things for her friends. Instead we see her from the mining hub, to a fight, to the end, and that was it of her. Hubert I felt so attached to mainly because of how early we found him. I found Lorenzo funny but still liked Hubert over Lorenzo, but that lady I can't even remember her name and I don't really care too much to go look for the name in my game to even put it into typing. She was such a small role and was, I felt, treated as such a big one but since we didn't get to know her much or see her much, at least I didn't get a good feel for her character.
-Seeker Bot-
I am a bit disappointed that the Seeker Bot is never able to be killed. While yes, it is this giant overlooking threat that purges life with missiles and you can clearly hit it even if it shows that it isn't taking damage. How come we didn't make it killable? Have a point in the story where it blows up? Instead of just hovers and scans on the road and unless you base in the mechanic station or on a road and get annoyed by its sweeping ray you just never really care for it. I think I have had to avoid it maybe twice? It's ominous and lethal and I LOVE the idea but it's just not enough. I would have rathered it not to shoot missiles and every time you planted crops it flew over to scan your license breach. Just to give it some immersion! Instead it just blows up wocs and if that woc decides your car or your base is the perfect hiding place, then your base is just fucked. Multiple times with different friends I have witnessed us complete the first grow lab, see the giant bot, then the bot shoots a woc and then all the wooden stuff my friends built is just gone.
It made me realize quickly that there was no warning, no alert, nothing. It just existed, and destroyed creations which in this game can be extremely frustrating.
-Bot Raids-
I do like the raids and I like how they are instantaneous rather than a count down, but I felt like there could have been way more to Raids that just doesn't exist. Its clear raids are much more dangerous now than before but the new bots added in these raids just don't feel like enough. I feel the best change in this case would be to add the miner bots to the raids which would change a lot of dynamics in raids enough to make it feel way better than just being a bunch of legs charging at your crops. We needed more unique raids that felt like we needed to prepare and be ready for it rather than just getting swarmed. However I do think a lot of this comes from my next complaint.
-Crops just dont feel as useful anymore-
Crops before were needed to be grown for food, having water from milk or tomatoes, regenerating your health because you could. Now the crops are pretty much just for the farming quest. Cool, I can get a mountable spud gun, potato container, and a clock for beets which I loved the idea of getting blueprints from the farmers for crops but all you need is 60 of a crop.
Before Chapter 2 we HAD to farm a lot more because there weren't blueprints for spud guns, or mountable spud guns. We had to spend crates to get these insane upgrades that were very scarce which meant we either were afraid to use them or tried our best to use them in the safest and smartest ways which felt right.
Back then it also only took like 10 crops to package.
So they doubled the package requirement, yet they made way less things needed for packaged produce which overall made us farming way less needed. Speaking of blueprints, I feel that the farmers didn't need some of those blueprints, but I also have complaints about the blueprints themselves.
-Schematics dont feel too great-
For me, I have been saying this for a bit and definitely think that Schematic boxes could have been so much more enticing if it gave useful blueprints. Not to say it doesn't give useful things, there are plenty of blocks that are fun and nice to use but if only we had a tech tree to use schematic boxes to learn higher level recipes rather than going into grow labs that are story driven to get blueprints.
Hell, I would have been fine if the trash bot vomited up the sticky wheels blueprint but I could also see sticky wheels being locked behind the trashbot in the tech tree. I just wished that we had a better way of learning and obtaining recipes rather than it just being a random chance. (and yes I know we can scan blocks and that part I like, but it just feels the schematic boxes could have had more potential)
Overall, I know I've been beating on scrap mechanics and I want to say that this isn't a bad game. I love the game, I've enjoyed it for years. I still found enjoyment in chapter 2 even with all my complaints. Its just I expected more after years of barely any communication and thinking that this will be the update to make the game whole especially when it says its 1.0 but, it just doesn't feel whole, it feels like many things are missing or the story wasn't enough and I'm fine with it not being a game that gets updated forever but I felt that even within the end it felt like there could have been so much more it could have been in these 6 years that we could have given feedback, learned, and developed with them. Instead we had it all thrown at us and to me it felt wrong.
Anywho- that is just my thoughts on the Scrap Mechanic 1.0 and I hope to hear your opinions as well.
I have wanted to draw this so bad but my brain just ISNT operating but I got the most of it xD
Hey all! my name is Chest Worth. which is the name I have used for the past.. jeez- 5ish years now?
This is a special Birthday to me in that I am now Officially (by the laws of most places in the world) 18 years old \o/
I had decided to make this first image to display every game I have ever played in my entire life of gaming!
I have always loved gaming since I played on a DS and 3DS when I use to play Super Mario and kirby xD
Then when I was around 8 I got my hands on my first ever laptop back in 2016.
I had first played Scrap Mechanic in July of that year and soon purchased more games every birthday I had.
It was always easy for family to know what I wanted because I loved the computer. I didn't want toys, I wanted gift cards and money to then turn into steam wallet money xD
I then came across a Dont Starve as a whole. I purchases both Dont Starve, and DST. At this time the Gorge had come around in like July of 2018.
So that means I have had DST for 8 years xD which out of the 10 years its been alive, it feels like I've lived with DST for close to half of my life.
I have currently- 5,613.6 hours in DST. I dont have much in Dont starve but- Id say overall im a very seasoned survivor who understands a lot of the game. Infact, I loved it so much that I wanted to make games- It has been and still is my passion but its definitely a lot harder than I ever imagined.
I had tried to learn different code, trying different engines, doing tutorials, yet nothing really stuck with me.. Like sure, I could maybe make a donut, or make a slider game but that was it- If something broke I was lost.
So I tried to do something that I was better at instead of coding which was drawing. Which was like the 2nd most interesting thing I did ever xD
At some point.. I decided to draw ideas, to try and get things across to some amount of public eye to give people an idea as to what something could look like, or get gears turning in other peoples heads for ideas.
I have made 8 concepts, each with around 24 skills for many characters who still dont have skill trees! (including 1 modded one)
My favorite thing about making all of it was that I could try and predict the future, giving me I guess some idea that what skill I had created was either a common idea or a good idea in general. (It can be both)
Ideas for DST expanded into many different ideas for full on games which I wanted to create but those were a bit too big of goals for my experience xD
Eventually after a long time I had started making a mod for DST which was a HUGE jump for me. I knew I didnt understand code and instead of trying to learn it I had found people who new LUA and coded it for me. Allowing me to do all the artwork and giving people a mod that allows you to sculpt statues out of different materials instead of just Marble, Cut Stone, and Moon glass.
There is a lot of filler in between about my life and how I got here and blah blah blah but I feel like we would be here forever if I kept typing xD
So I wanted to say thank you to everyone <3
For everyone who gave feedback on all of my past work, and to those who critiqued my work to a science xD
It was all fun in the end and I feel thats what matters. Who knows what will happen next!
I was making a Wilton Concept for the scrapped character but I havent been able to do much since its like chipping away at a 3 page document which isnt even a skill tree!
Anyways Ill throw some pictures of my past works all together and I shall do my best to have a happy birthday \o/
Bye all and have a great day <3
I had achievements for chapter 2 as well-
For surviving your first unauthorized farm raid
For surviving a unauthorized farm raid underground
going into a warehouse
killing the trash bot
Craft a Revival Baguette
6,7, and 8) all were for killing mass amounts of bots
Kill a Red Farm Bot
100% Challenge mode
Build a challenge level
Feed a Glow bug
Extinguish a fire
Get milk from a Woc
Anyway thats all!! SEE YOU TOMORROW!!! AAAH
I dont know what it is but for the past 30ish times ive been in the shop I havent found a single Sledge Hammer. I wonder if anyone else just cant find this beautiful stick of death in their runs.
I personally love using it but recently it just has felt like it has just vanished and I cant use my beautiful stick of death 😭
So within this MASSIVE pond we will be getting hopefully in the summer of 2026- I decided to start making concept art of what could potentially be things that exist in the update or things id like to see in the update!
I wasnt feeling like drawing all of the new bugs so I decided to meet in the middle and draw all the concept creature cards!
The main thing I wanted to focus on is trying to make concepts/ideas for how to make this new larger pond better than the pond before-
A few things that I felt Grounded 1 did well with the ponds was that it required a secondary form a progression that aided in your water adventures. Specifically- It pushes you to wanting/needing to make breathing equipment and fin flops to traverse the depths. Later on you get some upgrades to the breathing and fin flops which makes it way easier to traverse.
Then we have daggers- needing a pebblet dagger, a bone dagger, and a widow dagger to collect resources or even open up areas that were locked behind these specific tools. This was a great idea of expanding the need of separate equipment needed to progress instead of just killing the next big thing and getting a higher tier armor. This made you choose equipment that was required for under water exploration but.. that was kinda the end of it-
Once you found everything in the pond you never really need to go back down there or use the equipment you got because it was only related to the water and that ment that most of the waters contents were built for the water but there was no more progression after that.
With the new larger area we can definitely not only have more content to explore in the water but also make it something that you need to go back to for multiple reasons.
The problem with adding an update where you will see tier 1 - 3 or even 4 bugs is that current saves will plow through the tier 1 bugs which is generally how grounded works but I tried to think of a way to make it more unique and fun to have to tame the waters instead of just living in them as soon as you get there.
Bugs that werent waterborne would instantly die in water because frankly- they werent built for that environment. So whats to say our armor is built for that environment either?
With any armor that is made of bugs from the surface I think it should give you a new debuff called waterlogged. This meter goes up the more you are in the water with armor that clashes with the pond. Making you slower. This should heavily promote people to not wear any armor when going into the pond or to be wearing something like acorn or clover.
This brings you back to essentially Tier 1 where you are fighting Tadpoles
Now lets talk about these bugs >.>
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For Tier 1 we have Tadpoles, Water Fleas, and Diving Bell Spiders
I decided to make Diving Bell Spiders a Tier 1 Enemy instead of a Tier 2 enemy because I wanted to create more room for higher tier bugs and so that we can have an early enemy that isnt super strong but is also familar.
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For Tier 2 we have the Water Boatman, Spiny Water flea, and a Water Louse
For the Boatman I wanted to change it to a tier 2 enemy because I wanted to make the fin flops a tier 2 armor, mainly because I wanted to add tadpole tails to be used to make a tier 1 flipper
Spiny Fleas are the same excuse as Diving Bell Spiders in that they are making room for new bugs and familiarity.
The Water Louse is a passive creature that feeds off dead things, I find it to look similar to a larva so I had a thought of it being sorta like a watery larva
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For Tier 3 we have Crawfish, Water Strider, Mayfly, and Tiger Mosquito
Crawfish make sense inside a pond or river and whilst being a very dangerous and tanky foe being able to swim but also scale the ledges of the pond.
Water Striders I wanted to be riding across the surface potentially closer towards the middle of the pond potentially guarding some resource
Mayflies being in their adult forms where they are unable to fight I think of them as potentially something similar to a scarab- trying to kill them for their parts but are really fast and easily get away without a plan
Tiger Mosquito is in the same spot to give the same mosquito rapier as in the first game
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Tier 4 Bugs including Diving Beetle, Dragonfly, and Leech
I wanted to make the water include the first Tier 4 enemies to make it one of these areas that lead to stronger armor and weapons than current-
Diving Beetles being similar to Ox Beetles in the first game but are diving through the depths of the pond, extremely tanky and heavy hitting
Dragonflies being closer to the edges of the pond where they are extremely dangerous- being fast flies and darting at you.
Leeches I wanted to be slow but deadly- making it able to latch onto you to drain health at fast rates and potentially even going through armor- definitely planned to make a tier 4 lifesteal armor set and weapon
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Boss Tier! We have 3! Brody the Bullfrog, Alice the Axolotl, and the O.R.C. id Mantis
I wanted to make the water have not only a semi surface boss fight but also a totally underwater fight.
Brody the Bullfrog I wanted to be a semi aquatic fight in that you are in an arena full of lilypads and Brody is able to stand on on of the few lilypads
Going into certain phases I could see Brody using a ranged tongue attack similar to Dozer but also jumping to new pads- Even diving underneath the water to then make a lilypad shake a little before he jumps out of the water and lands on it.
Maybe there will be tiger mosquitos that he eats to try and heal from a distance who knows!
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Alice the Axolotl I wanted to be a fully underwater fight because believe it or not- Axolotls are predators and are quite destructive to environments. If Grounded 2 is actually placed in Maine- you may know that Axolotls were made Illegal in the early 2000s for their destructive qualities to environments, but this is the 90s! so totally legal to have pet in the pond who kills tiny teens <3
I want it to be fast, and also sneaky, thinking of brody being able to hide under the water and burst back out I want Alice to do this more. I am not totally sure how I want all of this to work but these are just goofy concepts with no real meaning!
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Finally we have the O.R.C. id Mantis- I want the mysterious stranger to take over the mind of the Mantis from the first game and maybe even add a lil laser to it since it was already a fierce predator and I want it to be scarier. Maybe it uses a light on its abdomen to channel energy from other O.R.C. Mantises in the fight to make her invulnerable to damage until the other O.R.C.s are killed
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Finally we have the Goliaths!
I wanted 2 goliaths just for the sheer size of the pond.
The Koi Fish I wanted to add mainly because I didnt really have any other great ideas for super large fresh water animals. I did think of an Eel but the cool eel I wanted was a salt water eel soooo- oh well~
I was thinking of called the new Koi Fish Trudy III or Trudy II. Maybe Wendell moves Trudy to the new pond during the ceremony to give her a better home than his lab infested waters
Or maybe Trudy had a baby! and he put the baby there
or maybe he had another falling out with his wife and named another koi after her- Truly bizarre..
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Lastly- I was thinking of having a Painted Turtle as a Goliath. Having it drop scutes similar to how Trudy would drop scales.
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Now thats all i really have for concepts- I have a lot of text of ideas for resources, mechanics, and armor/weapons. But I dont know if ill ever make those! So- I hope you enjoy these ideas and maybe Ill predict the future of some >.>