Is there an in-game map in Scrap Mechanic Survival?
There is no full minimap. Use the logbook for quests, beacons for POI markers, and roads/biomes for navigation. This guide lists every major POI type.
Scrap Mechanic map guide: Crash Site, Mechanic Station, Packing Station, Trader Hideout, biomes, oil ponds, POI patterns, and beacon navigation tips.
How Survival world generation, beacons, and POI patterns fit together.
~10 min read
Survival mode in Scrap Mechanic drops you on a procedurally generated farming planet after your ship crashes. There is no traditional minimap with fog-of-war — instead, the Scrap Mechanic map is a network of fixed points of interest (POIs) stitched into random terrain. Crash Site, Mechanic Station, Packing Station, Trader Hideout, warehouses, ruins, oil ponds, and Chapter 2 biomes all spawn in predictable patterns even when hills and forests change between saves.
This Scrap Mechanic map guide explains how world generation works, where every major POI fits in progression, biome-by-biome resource notes, and how to navigate without getting lost. Use the walkthrough for quest order, the warehouse guide for multi-floor loot runs, and the beginner guide if you are still on crash-site tools. Verified July 27, 2026 · Steam · Axolot Games app 387990.
| POI | Role | Progression phase |
|---|---|---|
| Crash Site | Starting loot, first tools | Hour 0 |
| Mechanic Station | Craftbot hub, tier upgrades | Early game |
| Packing Station | Produce crate packaging | Mid game — farming guide |
| Trader Hideout | Orders, rare trades | Mid game |
| Warehouse | Component Kits, seeds, Tapebots | Mid–late — warehouse guide |
| Oil pond / chemical lake | Refined resources | Mid game exploration |
Every Scrap Mechanic map seed randomizes elevation, tree placement, and road curves, but POI slots are fixed relative to your Crash Site spawn. You will always find a Mechanic Station within early driving distance, Packing Stations near farmable plains, and warehouses at marked industrial sites. Community map tools and beacon exports work because POI coordinates repeat across seeds even when the path between them differs.
Understanding this split — random terrain, fixed landmarks — prevents the most common new-player mistake: assuming your friend's warehouse compass heading matches yours. Directions are relative to your Crash Site, not absolute north on a shared image. Share POI types and biome context, not turn-by-turn screenshots from another seed.
Roads are the silent map layer. Axolot generates road tiles connecting major POIs so vehicles can reach traders and warehouses without off-roading every trip. When roads fork, the wider paved branch usually leads toward a station or hideout; dirt spurs often dead-end at ruins or resource ponds.

Changes per seed: hill height, forest density, small ruin placement, distance noise between POIs. Fixed patterns: POI category list, quest unlock order, warehouse multi-floor interiors, trader inventory tiers, biome band progression as you drive outward from crash.
Creative mode uses a smaller static world — do not use Creative terrain to plan Survival POI routes. Survival seeds are larger and include raid-enabled farmland.
The handbook logbook tracks quests and time of day — not a full atlas. Place beacons at each POI you clear; they appear as world markers you can see from distance. Before long drives, set a temporary beacon on your base so return navigation stays trivial even when roads loop.
The Crash Site is your spawn anchor: broken ship hull, scattered starter crates, and the first quest giver prompts that push you toward hammer, lift tool, and connect tool recipes. Resources here are intentionally scarce — enough for a bed and a pushcart, not a warehouse-ready tank.
Loot the immediate crash radius before wandering. Woc capsules, glowbugs, and scrap wood/metal piles teach refining basics without exposing you to Haybot patrols. Once you have a bed placed, death respawns you at base instead of back at the ship — move beds to Mechanic Station as soon as you claim it.
Crash Site elevation hints at nearby biome bands. Spawns near cliffs often mean chemical lakes or oil ponds within a few minutes of driving; flat grass spawns favor early farming and Packing Station access.

The Mechanic Station is the garage POI every Survival run revolves around. It houses the Craftbot, Refinebot, Dressbot, and Cookbot once unlocked, plus the tier upgrade bench that gates progression. Think of it as your permanent base anchor even if you sleep elsewhere — Component Kit upgrades here unlock parts required for warehouses, advanced vehicles, and logic guide automation.
Mechanic Stations appear as fenced lots with workshop sheds and lift bays. Claim one early, wall it before your first Farmbot raid, and connect roads outward toward farms and traders. Multiple stations exist on larger maps; later stations sit closer to advanced biomes but require longer supply lines.
Upgrade tiers in order — skipping a tier locks recipes you need for Packing Station crates and warehouse weapons. The crafting guide lists each tier's unlock list so you do not waste kits on cosmetic parts before bearings and pistons.

| Station bot | Function | Map relevance |
|---|---|---|
| Craftbot | Parts, blocks, tools | Core of every Mechanic Station POI |
| Refinebot | Glue, metal, circuit refining | Needs resource hauls from biomes |
| Cookbot | Food from crops and Woc milk | Tied to nearby farm plots |
| Dressbot | Cosmetic clothing | Optional — same POI building |
| Upgrade bench | Mechanic Station tiers | Unlocks warehouse-ready parts |
Packing Stations bridge farming and trading. After crops mature in your fields — see the farming guide — you package produce into crates here for Trader Hideout orders. Without a Packing Station on your mental map, surplus tomatoes rot in chests while trader quests stall.
Packing Station POIs look like small industrial pads with conveyor props and crate tables. They spawn in farm-friendly biomes, often one station per major plain near water. Mark the nearest one before scaling crop plots; raid intensity rises with crop value, and you will make many round trips once broccoli and pineapple enter your rotation.
Vehicle access matters: drive your harvest trailer up to the packing table when possible. Manual backpack hauling across biomes wastes daylight and hunger meters.

Mechanic Station handles parts; Packing Station handles produce. They are separate POIs — do not expect crate packaging at your garage. Some players build roads directly between farm → packing → trader to automate convoy routes with building guide trailers.
The Trader Hideout (Trader camp) hosts the caged farmer NPC who exchanges produce crates and component bundles for weapons, seeds, and quest items. Traders do not appear on the Crash Site — you discover them by following quest log entries or road spurs into forest pockets.
Hideouts are defensible camps with fences and watch towers. Clear surrounding Totebots before opening trade UI so you are not shot mid-menu. Trader orders pull from your Packing Station output — plan crop mixes before accepting timed deliveries.
Mid-game traders sell items that skip grind if you bring the right crates: spud gun ammo components, extra seeds, and clothing. Late-game orders push you toward high-value crops that trigger harder Farmbot raids — coordinate with farmbots defense guides before mass-planting.

Driving outward from the Crash Site crosses distinct biomes, each with resource signatures. Early forest and grass plains hold wood, Woc, and starter ruins. Desert bands add stone and long sightlines for navigation. Chemical lakes tint water purple-green and border hazardous flats with glue clam spots underwater. Islands offshore require boats or bridge builds. Chapter 2 adds underground mines and ice caves with ember resources and new Farmbot types.
Biomes are not labeled in-game — you read terrain like a real map. When trees thin and sand dominates, you are desert-bound; when water shimmers toxic green, slow down and mark chemical shorelines for glue dives. Ice caves appear as pale rock faces with steam vents in northern bands after the 1.0 update.
Raid difficulty scales with distance from crash in some seeds, not just crop value. Treat biome transitions as gear checks: desert runs need water stocks; chemical shores need oxygen or quick dives; ice caves need heat sources or fast in-out looting.

| Biome | Visual cue | Key resources | POI types nearby |
|---|---|---|---|
| Forest / plains | Dense trees, green grass | Wood, Woc, early ruins | Mechanic Station, Packing Station |
| Desert | Sand, mesas, sparse trees | Stone, long-range vision | Ruins, distant warehouses |
| Chemical lake | Tinted water, flat shores | Glue clams underwater | Trader spurs, scrapyards |
| Oil pond | Dark pools, pump rigs | Oil for refining | Road junctions, Farmbot yards |
| Island / coast | Water horizon, beaches | Unique loot crates | Boat-required POIs |
| Underground (Ch.2) | Mine entrances, rails | Embers, rare ores | Drilling Thunder quest |
| Ice cave (Ch.2) | Snow, steam vents | Cold-weather resources | Boss-adjacent routes |
Roads usually bridge biomes at narrow passes. If you lose the road in desert, drive perpendicular to the sun until you hit tree lines again — the Crash Site biome band sits inward from desert rings on most seeds.
Underground POIs break the surface-map habit. Bring portable lights, mark the mine entrance with a beacon, and treat vertical shafts like warehouse floors — see Chapter 2 for Drilling Thunder boss placement.
Beyond named stations, the Scrap Mechanic map scatters resource POIs: oil ponds for Refinebot chains, cotton fields in plains biomes, ruins with chest loot, and Farmbot scrapyards with recycled components. These are not quest hubs but they dictate where you build roads and beacons.
Oil ponds appear as dark circular pools, often near road forks. Set up a portable Refinebot run or haul oil barrels back to Mechanic Station in bulk — vehicle tank parts help. Oil underpins glue production, which underpins almost every mid-tier vehicle part.
Ruins and scrapyards spawn Tapebot-adjacent loot without full warehouse commitment. Good for early circuits before you are ready for the warehouse guide vault floors.

| Resource POI | Look for | Primary use |
|---|---|---|
| Oil pond | Dark pools, pump props | Oil → glue → vehicle parts |
| Chemical shore | Green/purple water | Underwater glue clams |
| Cotton field | White plants in plains | Crafting textiles |
| Ruins | Broken walls, chests | Early components, exploration loot |
| Farmbot scrapyard | Scrap piles, bot husks | Recycled metal, circuits |
Matched by build plan, shared topics, and guide progression — not random related links.
There is no full minimap. Use the logbook for quests, beacons for POI markers, and roads/biomes for navigation. This guide lists every major POI type.
Terrain randomizes but POI categories and patterns repeat relative to Crash Site. Exact hills and road curves differ — share POI types, not absolute coordinates from other seeds.
Always within early driving distance of Crash Site along road tiles. Upgrade here before attempting warehouse guide clears.
Follow mid-game quest markers or road spurs into forest camps. Trade requires produce crates from a Packing Station.
Look for dark circular pools near road junctions in mid-range biomes. Mark with a beacon — oil feeds glue production for vehicles.
Fixed industrial POIs unlocked on the logbook after Mechanic Station tiers progress. Interiors are multi-floor — see the dedicated warehouse guide.
Underground mines and ice caves joined the biome list. Surface POI rules still apply — see Chapter 2 for new routes.
Matched by build plan, shared topics, and guide progression — not random related links.