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Their durability affects the chance of destruction.
For example this is the table of probabilities for haybot:
{
"qualityLevel": 1,
"chance": 1.0
},
{
"qualityLevel": 2,
"chance": 0.6
},
{
"qualityLevel": 3,
"chance": 0.35
},
{
"qualityLevel": 4,
"chance": 0.25
},
{
"qualityLevel": 5,
"chance": 0.125
},
{
"qualityLevel": 6,
"chance": 0.02
},
{
"qualityLevel": 7,
"chance": 0.01
}
It means that durability level 8 is impenetrable for hay bot (6 and over - for totebot). And over 6 is nearly impenetrable. 2% change to break a block at lvl 6
And if they attack, the level 3 metal is nearly indestructible by totbots and haybots.
Now either shoot them, hammer them or build a crusher to crush them...
Haybots just wander about on the shore.
Tote bots swim very slowly and prioritize the player over plants, making it very easy to kill them.
I have an admittedly expensive setup for farming and defence. It might not be what you're looking for, but it's a way to straight up forget about your issue in the long run. You CAN make the whole process completely automated and almost completely safe. It serves two functions: farming crops and getting me some sweet bot drops.
First, you'll need a big crop farm. Optimally, it would be completely automated so you don't even have to push a single button for it to plant, water and harvest your crops, but you can start with a manually operated setup. The important thing here is that you set it up so it triggers raids with tapebots. For this, you could go for level 7 or preferably level 8 raids. You can go for level 9 or 10 raids, but then the next step gets significantly harder as you'll have to deal with farmbots.
Secondly, you design a perimeter defence system. This time, it's pretty much imperative that you make it completely automatic. The system should be able to repel consecutive raids by itself. There are many ways to do this, but most of them can get expensive if you're not clever about it. My setup involves ramps leading to a moat full of drills with a pusher installed over the edge of the ramp. Bots walk up the ramps and stop at the edge (they don't want to fall on the drills)then the pusher swings from the ceiling and pushes them from their backs and into the moat. Everything is powered by controllers and activated by sensors, so it doesn't cost me any resources to operate.
Third, profit. If you've automated everything, the only thing you'll need to do is take a walk around picking up bot drops. I've even made a freaking car with a resource collector specifically to pick up haybot arms when I go to collect the batteries, circuit boards and component kits.
Notes:
- You'll most likely want to make this kind of facility separate from your base's main building or at least, not connected to it at ground level. This way, the whole perimeter of the farm is surrounded by your defence system, and its footprint is smaller. I've connected mine to my base's third floor, since my entire base is elevated.
- Damage to blocks and parts is calculated by chance, based on the source. Durability 5 is impervious to both totebots and tapebots; 8 can tank haybots and NOTHING you can craft is completely safe from farmbot melee attacks (although there is a part that has 10 in all stats, we'll be able to loot those from warehouses once they're finished). Don't bother with farmbot projectiles: durability 2 blocks are safe from those.
- [IMPORTANT] If you don't want or need batteries, you can aim for level 6 raids. This will only get you totebots and haybots. Also, your farm will have to be much smaller, making the whole project significantly cheaper. Check out the Scrap Mechanic Gamepedia to fine tune your farm to the desired raid level.
I found an island that was the exact right size for the amount of soil I had and built a farm on it. its a long swim away, and its undersized, but I do enjoy the security of knowing that I can take my time with the bots.