Skip to content

ScrapMultitool

Markus Bordihn edited this page Sep 28, 2025 · 1 revision

Scrap Multitool 🔧

A rugged all‑in‑one tool built from scavenged tech. It adapts to blocks like a pickaxe, axe or shovel and can also be used in light combat.

Core Idea

One tool. Shared energy. Optional battery. Future modules. Simple handling for early game, room to grow later.

Slots

  • 1 Battery slot
  • 4 Module slots (accept any item whose name contains module or upgrade – placeholder for future content)

Opening the Interface

Shift + Right‑click (air or block) to open the multitool screen:

  • Left: Battery slot
  • Row: 4 module slots
  • Player inventory and hotbar below You cannot take the tool out of the hotbar while its own screen is open.

Energy System ⚡

The tool uses an internal energy value mapped onto durability. Numbers from code:

  • Max energy: 10,000
  • Per right‑click use: 1
  • Per block break: 2
  • Per attack: 5

If it runs out (drops to the protected minimum) it becomes slow (fallback speed ~1.0) until you recharge via a battery change.

Battery Behavior

When crafted it auto installs a slightly damaged energy cell at half charge (if none present yet). Battery types (from registry):

  • Energy Cell (full)
  • Slightly Damaged Energy Cell
  • Damaged Energy Cell
  • Empty Energy Cell

Energy is synced from the battery to the tool. If the battery drains completely it is replaced by an empty one inside the tool.

Visual Battery Levels

Custom model data changes with these internal ranges:

  • 0% (empty)
  • 25%
  • 50%
  • 75%
  • 100%

Tooltip shows: Energy: NN% plus battery installed info.

Tool Modes

Automatic detection based on the block you mine:

  • Pickaxe mode (stone / ores) → speed 8.0
  • Axe mode (wood) → speed 9.0
  • Shovel mode (dirt / sand etc.) → speed 7.0
  • Sword mode (entities) → enabled for attacks, consumes attack energy If no energy: falls back to basic speed.

Charging / Refilling

Replace or insert a charged energy cell in the battery slot. The tool pulls the cell’s percentage into its internal durability.

Modules

Module slots accept items whose name contains module or upgrade. No built‑in modules are defined yet, so the slots are future facing. (Nothing breaks if they stay empty.)

Not Enchantable / Not Repairable

  • Enchanting is disabled (idea: upgrades via modules instead)
  • Vanilla repair is disabled (use batteries)

Combat Use

Each hit costs 5 energy. Without energy it will not consume more and behaves poorly.

Tips

  • Carry a spare cell for longer mining trips
  • Use it as your all‑purpose harvesting tool once powered
  • Watch the color of the durability bar (green → yellow → red)

Stay powered and keep scrapping ⚙️

Clone this wiki locally