Scrap Mechanic Mods & Steam Workshop
What survived the 1.0 engine rebuild, how to test Workshop creations, and how to keep co-op sessions stable.
Mods after the 1.0 engine overhaul
Scrap Mechanic 1.0 & Drilling Thunder replaced large parts of the physics engine, scripting API and Survival progression. Axolot warned before launch that many Workshop mods would break temporarily until authors publish 1.0-compatible builds. Patch 1.0.1 (July 27, 2026) fixed one class of mod-related crashes, but it does not certify every dependency.
Treat mods in three categories:
August 2026 note: Patch 1.0.2 restored the Mods button in Creative and Custom Game menus after it vanished on launch day. If you cannot find Workshop management, update Steam to at least 1.0.2 before troubleshooting subscriptions.
| Category | 1.0 status | What to check |
|---|---|---|
| Parts mods | Highest breakage risk | UUID changes, missing meshes, Craftbot recipe conflicts |
| Custom Games | Mixed — many need re-upload | Logic scripts, spawn rules, controller timing |
| World / terrain tools | Often incompatible with new terrain gen | Only test in Creative copies first |
| Cosmetic / skins | Usually safest | Fan Pack overlap, texture resolution |
If a mod page on Steam has not been updated since July 2026, assume it targets Early Access until the author says otherwise.
Steam Workshop categories
The Workshop browser inside Scrap Mechanic sorts creations into:
- Parts — new blocks, interactive parts and tools you spawn from the Mod Tool or Craftbot.
- Custom Games — scripted game modes with win conditions, timers and spawn rules.
- Worlds — pre-built maps and terrain templates.
- Blueprints — exported machines, vehicles and bases you import through the Lift or Scrap City Garage.
Blueprints are the safest way to preserve Early Access builds. Export important vehicles in Creative before updating, then import them into a fresh 1.0 Survival world once you reach Scrap City.
How to install and enable mods
- Subscribe to a Workshop item on the Scrap Mechanic Steam Workshop.
- Launch the game — Steam downloads the mod to your local Workshop folder.
- In the main menu, open Workshop → Manage Mods and enable the item for your target mode (Creative, Survival or Challenge).
- Create or load a world after enabling the mod. Mid-save mod toggles often corrupt physics state.
For Survival, only enable mods you actually need. Each active Parts mod adds load to the host machine in multiplayer.
Multiplayer mod rules
Co-op requires identical mod lists on every connected client:
- Host and guests must subscribe to the same Workshop IDs.
- Enable the same mods in the same order before joining.
- Mixed versions (one player on 1.0.0, another on 1.0.1) can desync raids and Schematicbot scans.
If one player lacks a mod, the session either fails to connect or spawns invisible/missing blocks. There is no partial-mod fallback.
Testing mods safely
Never open a irreplaceable save as your first 1.0 mod test:
- Back up
%AppData%\Axolot Games\Scrap Mechanic\User\before changing Steam branches or enabling new mods. - Duplicate the world folder and rename the copy (e.g.
Creative-ModTest-2026). - Load the copy and verify bearings, controllers, sensors, steering and mounted tools.
- Check the Workshop page for a 1.0 tag, update date after July 24, 2026, and author comments about known issues.
- Disable the mod and reload if you see invisible collisions, missing textures or instant crashes on world load.
Patch 1.0.1 specifically addressed steering-angle sync and some Schematic Box crashes that modded worlds triggered more often than vanilla saves.
Legacy mod access via Steam betas
If a mod only works on Early Access builds, roll back through Steam:
- Library → Scrap Mechanic → Properties → Betas.
- Select 0.5.1 (Previous version) or 0.3.5 (Last version before survival release) — the only official historical branches Axolot exposes.
- Wait for the downgrade download, then launch the legacy client.
Rolling back does not upgrade an old Survival save into 1.0. Use betas to archive creations, export blueprints, or finish an old project — then return to the default branch for Drilling Thunder. Full save guidance: how to start fresh in 1.0.
Mods vs the Fan Pack DLC
The optional Fan Pack is official cosmetic DLC — station skins, outfits and decorative blocks. It is not a Workshop mod and does not conflict with Parts subscriptions. Enable Fan Pack content at world creation if you own it; Workshop Parts mods are managed separately in the Mods menu.
When to skip mods entirely
Skip Workshop mods if you:
- Are playing your first 1.0 Survival run and want the intended quest balance.
- Host multiplayer with friends who do not want to troubleshoot sync issues.
- Need stable performance for large automated farms or underground lighting.
Vanilla 1.0 already adds 400+ Creative parts, the full underground layer and voiced Chapter 2 — most returning players should experience that baseline before stacking mods.
Related pages
- Updates and patch notes — 1.0.1 mod crash fixes.
- Creative Mode — unlimited parts and blueprint export.
- FAQ — save compatibility and cross-platform answers.
- Multiplayer co-op — host performance with modded worlds.
Watch the community walkthrough for this guide:
Frequently Asked Questions
Quick answers to the most common questions.
Will my old Workshop subscriptions auto-update to 1.0?
Steam auto-downloads when authors publish updates, but many Early Access mods have not been re-uploaded yet. Check each mod's last updated date on the Workshop page.
Can I use mods in Challenge Mode?
Some Custom Games mods add new trials, but official Master Mechanic Trials are designed for vanilla parts. Enable mods only if the Challenge explicitly supports them.
Do mods void Steam achievements?
Axolot has not stated that mods disable achievements, but using mods that spawn items or alter progression may make trophy unlocks unreliable. Use vanilla saves if you care about a clean achievement run.