Tools

Anymaker Build Checklist

A practical pre-drive pass so a pretty chassis actually cranks, steers, and comes home.

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Build Checklist

A vehicle that looks finished and a vehicle that leaves are different objects. Use this checklist before every first drive in sandbox and every career run that matters. Anymaker builds in-world on an ~8 cm grid with diagonals. The tools are edge, panel, window, component, property, logic, cable, fluid, repair, and duplicate. None of them will remind you that you forgot a seat.

Early Access is still upcoming on 18 September 2026. This list is demo- and alpha-informed. Pair it with vehicle building, engines and wiring, and the vehicle ranks. The tools hub is the parent; hardware belongs on system requirements.

1. Frame

  • Continuous structure from bumper to bumper, not four floating corners.
  • Diagonals doing work, so the grid does not twist the first time a tyre takes damage.
  • Named with the property tool so duplicates do not spawn as “vehicle (12).”
  • Ground clearance for rocks and bunker ramps.

If two people are welding, one owns the frame. See co-op setup.

2. Wheels and steering

  • All intended corners have wheels.
  • Steering links actually turn the front.
  • Track width wide enough that an ATV will not roll at a rumor of wind.
  • Spare wheel on career trucks. Demo notes already let weapons and impacts damage tyres.

Duplicate a finished corner, not a broken one.

3. Engine

  • There is a prime mover mounted to the frame, not to a panel you plan to delete.
  • Throttle, starter, and sensors are reachable from the seat — or from a microcontroller you can debug / step / inspect.
  • Jets and rotors are an Early Access launch job. Prefer a land mill first; boats and helicopters after a truck cranks.

Engines are S-tier on the parts ranks because nothing else matters without them.

4. Fuel

  • A tank exists, and a fluid line actually connects it to the engine.
  • A filler or extra can is reachable without crawling under a hauler.
  • Career: fuel is loot. Do not start a 4×-demo-sized island crossing on a teaspoon.

Sandbox infinite supply still lets you forget the hose.

5. Cooling

  • There is a cooling path, not only a fuel path.
  • Radiator or equivalent is not buried behind a sealed panel with zero airflow.
  • Duplicate the loop you already trust.

If you cannot explain the loop in one sentence on voice chat, it is not co-op-ready.

6. Electrics

  • Battery exists, and cables run to starter, lights, radio, and any microcontroller.
  • You can trace the bus with your eyes.
  • Switches are reachable from the seat. Controls will not save a button under the floor.
  • Radio if you host. Voice is a feature; radio is a part. Co-op hub.

Logic is optional until the analog version works. Then add drag-drop or text from microcontrollers.

7. Seats

  • At least one seat faces the way the wheels go.
  • Co-op: a second seat if a human is supposed to ride.
  • Seat is not clipping the steering column.

A vehicle you cannot sit in is a base. Put it on base building instead.

8. Lights

  • Forward light exists, powered, aimed, with a switch you can find. Night is a listed system.
  • Career night plus rain plus fog is how melee players walk into wildlife. See survival and weapons ranks.

Sandbox daylight is infinite at launch by design. Career is not.

9. Repair kit and recovery

  • Repair tool is on you or on a clip in the cab, not on a workbench 600 m behind you.
  • You know how you will right a rollover. ATVs are career S partly because this step is possible.
  • Winch, rope, or a second vehicle if the chassis is a hauler (career C for a reason).
  • Food and a melee option for career. A shotgun if you found one. Ammo in a crate, not loose on the bed.

10. The actual test

  1. Sit.
  2. Power on.
  3. Crank.
  4. Idle without a fire or an empty gauge you do not understand.
  5. Steer left and right.
  6. Drive 50 m, brake, reverse.
  7. Lights on, radio click, repair tool reachable.
  8. Only then add panels you wanted for looks.

If step 3 fails, do not add more windows. Walk fuel, cooling, electrics, then engines and wiring again.

Mode notes

Sandbox (launch plan): all parts unlocked, infinite supply, noclip, daylight, no enemies. Use noclip to inspect the underside, not to skip the list. Workshop files (planned at launch) get this checklist before a career copy.

Career: hunger, wounds, weather, unlocks. Completing the bunker in the June demo spread tier 2 and 3 loot more widely — that helps you find parts, it does not assemble them. Keep the career bunker route beside this list.

If a checklist item is yellow every time, shrink the chassis. A short truck that passes beats a ferry that does not. After 18 September, add buoyancy and rotor lines when you have personally floated and hovered. Until then, land first.

FAQ

Frequently Asked Questions

Quick answers about Anymaker building, survival, and Early Access.

Do I need this checklist in sandbox?

Yes. Infinite parts still let you forget fuel, a seat, or a battery. Sandbox is where you learn the pass so career is not a tow.

What should I check if the engine will not crank?

Seat, power, starter, fuel line, then cooling. Walk engines and wiring before you add more bodywork.

Why include a spare wheel?

Later demo notes let tyres take damage from weapons and impacts. A career truck with three flats is a camp.

Can co-op teams split the list?

Yes. One player owns frame and engine, another electrics and fluids, another seats and lights. Call each line out loud. See co-op setup.

When do boats and helicopters join this list?

After you have a land chassis that passes, and after Early Access buoyancy, boat parts, jets, and rotors are in your hands on 18 September 2026. Do not skip land items for a hull that has not floated yet.