1. Stormworks: Build and Rescue
  2. News

Stormworks: Build and Rescue News

Upcoming - Poll Results and Halloween!



Dear Stormworkers,

This week we discuss the poll results and start Halloween!

Starting on 24th October, Stormworks celebrates Halloween! As always at this time of year, expect extra character customisation, and spooky decorations at some of the coastguard bases! And if you see glowing red eyes in the water, do not go for a swim!

We have also been releasing new modular engine parts and balance changes on experimental. Check this out and let us know your thoughts if you get the chance! Experimental change logs are posted in the Official Discord Server.

2 weeks ago we ran a features poll on the Official Stormworks Discord. The features were mostly chosen from the most popular and highest voted feature requests on the official bug and feature tracker site (see the buttons in game!).

Your response was overwhelming and completely broke Discord, which could not handle the sheer number of votes / emotes submitted! However, we had our own screenshots from before Discord started to struggle so here are the results to discuss!



One thing is very clear from the results. Players do not all agree with each other, and there are many players who strongly believe in a minority viewpoint. Our job is difficult here because we want to make all players happy, and we obviously cannot immediately do this.

While the poll results isn't necessarily the order in which we will extend the game, and we can't promise any particular feature will become part of the game, we can say that major updates have almost always been features highly voted in an Official Stormworks Discord poll.

We take players feedback very seriously, we consider all players equal, and players come first.

Let's discuss the top voted features!

Nuclear Reactors



Nuclear power? Many submarines and even some ships are powered by nuclear reactors. As developers, we have to get the balance right. These reactors could be large and very heavy, positioning them as a great energy source for the largest vessels. We think they could be modular so that players have the most control over designing their reactors. Due to the level of popularity, and the fact this feature does fit well in the world of Stormworks, we think this is likely to be developed.

Weapons



Wow. Weapons have been included in polls in the past, but have never been so popular. Unfortunately, they have also proven to be very controversial, with many players believing they will damage the search and rescue theme.

Over the last few years, players have uploaded thousands of very detailed military vehicles, with imitation weapons. These vehicles look amazing, and we get that it is kind of disappointing that the weapons don't function, when so much in the world of Stormworks is so mechanical and so functional.

We have to listen to players, and most players obviously really want weapons. We cannot forget that Stormworks is an SAR game and we must allow all players to continue to play Stormworks as the SAR game they bought into if they wish.

We want to honour the majority of players who voted this feature up, but also respect the many players who are protective of Stormworks as a non-combat SAR game. For these reasons, weapons will come to Stormworks, but only as an optional expansion or DLC.

Weapons will include warheads, naval cannons, and some smaller vehicle mounted guns.

Sails

Sails have been highly voted in polls a couple of times now. We think they would be awesome and a great addition. Balancing wind power, and getting sail boats to function isn't something we set out to do, and this kind of mechanic is a game in itself. It is difficult to integrate into the existing rules of the game. We want to honour the many many players who have asked for this, but we are still discussing how the editing and forces would work.

Natural Disasters

This is a great concept, a great fit for the game, and already has some detailed implementation suggestions on the official features website. Volcanoes? Meteors? What else could this involve? Let us know! Is this one update or multiple updates? We don't know yet, but we do know that it is highly voted.

AI Ships, Planes, Helicopters



The world of Stormworks is a lonely one. Could ships sail by, or aircraft pass above? We would love to add more to the world, and we are discussing how we can do this.

Cooperative Vehicle Building



Many players do play Stormworks primarily as a building game, spending the majority of time designing in the editor. On large creations, it would be great to collaborate in real time, or even just to help a friend who is new to the game. We think this would be a great addition. At 6th most popular, and being a lot of work to develop, it probably won't be the next thing we work on, but we will not forget the many players who voted for this feature.

Arctic Ice-Breaking

What if the arctic was surrounded by a massive ice shelf? In places the ice could be meters thick, while in others it could be thinning. What if weight and force could break this ice? Ice breaking ships may suddenly become a big part of Stormworks, while players must use caution driving vehicles across the ice. This is a huge feature to add, and will probably not be added before the next poll.

Space

What if the atmosphere in Stormworks had a maximum height, and with the right vehicle and design, you could reach a geostationary distance from the surface? Above the atmosphere, we would have to add the concept of air versus vacuum, space walking suits, zero gravity, satellite radio communication, and more. In a similar way to weapons, this is too far from the core concept of the game to become part of the base package, and could only become part of Stormworks as an optional expansion, and probably requires more votes.

Stormwoofs



OK. This wasn't a top voted item, but many many are players asking us what Stormwoofs is. Stormwoofs is your dog and loyal companion. He can sit, fetch, woof, and help find survivors. Working rescue dogs are highly trained and frequently used in search and rescue operations. He is also a very good boy and needs your votes in the next poll! Can you really say no to that little face?

Thank you again to everyone who contributed to the poll! We are carefully listening to your feedback and will work hard on the next major new features with your guidance!

Don't forget to check out the experimental branch and help with your feedback and thoughts on any in-development content!

Much love
The Stormworks Developers

v1.0.18-19 - The Transport Missions Update!



Dear Stormworkers,

This week we are releasing some new mission content we are working on - transport missions! Transport workers, inspectors, components, boxes and more in specific one-off missions where your help is required. These missions are similiar to many of the old missions but with one crucial difference - they are procedural!

While this is just one minor update to the missions system, we have more planned. We are really enjoying extending and using the LUA API to create this content, and there is a lot of really cool stuff still to be added.

These new LUA missions will appear in any new game, in the same way as normal missions. They are reasonably rare at the moment but we plan to continue to develop this and other new mission systems as we continue to improve career mode.



Last week we announced the poll on the Official Discord Server... and you broke Discord from voting so much! We have never had so much interest in the new features poll, and Discord simply could not handle the sheer number of emotes / votes. However, we were screenshotting the results periodically and have data from just before Discord started to struggle. The results are EXTREMELY interesting and we will be discussing the results in next weeks announcement!

Thank you to the thousands of you who gave your feedback on the poll. We really appreciate your input and it is very important to us that all Stormworks players get an equal say to influence us on where to next take the game. We really enjoy collaborating with you and are looking forward to continuing on this next chapter of Stormworks.



As always, this weeks update comes with many other fixes and improvements. Please see the full change list below for details.

Much love
The Stormworks Developers

v1.0.18

Fix - removed some character controller changes to fix issue falling through floor on death

v1.0.19

Feature - New transport missions

Rework - Absorbed server.whisper into server.announce
server.announce new optional peer_id parameter
Rework - UI improvements

Fix - Players falling through the floor on respawn
Fix - Winch audio position
Fix - Currency not synced after auto refuel
Fix - Lua help documentation code blocks getting cut off
Fix - Script callbacks returning host player peer_id instead of -1 when executed by a script
Fix - Seat helmet rendering not smoothed
Fix - Hat override not ending when teleporting from seats
Fix - Cargo playlist issues after saving and loading
Fix - Mission "Find" objective now follows the main vehicle instead of staying at the spawn position
Fix - Mission component tags box should be multi-line
Fix - Mission map UI desync on player join
Fix - Map custom lines now render under other icons

Upcoming - Vote In The New Poll! And Fixes Updates v1.0.16-17



Dear Stormworkers,

We need to know, what do you want next in Stormworks?

Head over to the Official Stormworks Discord Server #announcements channel, and let us know what features you would like to next in Stormworks! Simply click on the associated emotes to vote for that feature.

It's really important to us that we keep in touch with players. Stormworks is a unique game with a very unique, creative community. Many of you have hundreds or even thousands of hours within the game, and know a lot of what Stormworks is about. We want to shape the next steps for the game with you, and understand the direction that you think we should go in.



We are currently working on the next major update - modular engines! This update is in progress and shared with everyone in the experimental branch of the game.

This week, we are also releasing a bug fixing update with many fixes and improvements to the quality of the game. Please see below for a full list of changes.



Much love
The Stormworks Developers

v1.0.16-17

Fix - Chat CTD
Fix - Toggle button not holding its state when power is cut
Fix - Multiple fluid spawners refunding costs for a shared volume
Fix - CTD on linking helm audio node
Fix - Muffle effect persisting when teleporting from a seat
Fix - Character physics unable to swim through small holes underwater
Fix - Camera transition not smoothed when exiting water
Fix - Active but expired mission vehicles despawning on save/load
Fix - Electric relay being interactable
Fix - Character capsule collision not disabling in seats
Fix - Rain/Snow hitting clouds
Fix - Water Cannons / Hoses consuming fuel
Fix - Character not crouching after jumping while crouch is held
Fix - Invisible ropes for multiplayer clients
Fix - Character ragdolls getting stuck in physics when exiting seats
Fix - Removed internal explosion ignition point parameter from lua createFire and mission editor
Fix - Winch ropes not having the correct number of physics nodes on spawn
Fix - Playlist Lua updates and documentation fixes
-- server.whisper() can now use peer id -1 for all peers
-- api now pushes integers instead of numbers where appropriate

v1.0.15 - The Audio Headset Update!



Dear Stormworkers,

This week we are adding new options for many of the seat components in Stormworks - audio nodes!

Some chairs now have the option to add a pilot helmet or headset. When using the head gear, the seat then has a built in speaker and microphone linked directly to the player in that seat! This is really useful for creating intercom systems and communicating with other players within a vehicle over multiplayer.

But this isn't just a multiplayer feature - using a seat with headgear also reduces and muffles environmental sound, making it much more comfortable to operate powerful vehicles with big engines!

When players use seats with head gear, the helmet or headset appears on the player character while in the seat.



This update has already been tested on experimental branch for a few days, as we change our release procedures to best ensure higher quality releases and more robust updates. We are really excited to be working with the entire community (rather than previously where there was a closed testing group) and be more open with development.

We have also been hard at work continuing to address many issues within the game, all of which have been introduced to the experimental branch as well. See the change notes below for a full list of changes.

Much love
The Stormworks Developers

Patch Notes

v1.0.15

Feature - Seat audio nodes and toggleable headset property

Rework - Removed cargo zone merging
Rework - Scripts are now only ticked when the game is simulating
Rework - Allow dead/incapacitated characters to be placed in beds/stretchers
Rework - Survivors no longer exit seats when vehicles unload
Rework - Water particle extinguish rate now based on distance to fire

Fix - Chatbox covering sound setting sliders
Fix - Laser distance sensor values persisting when toggled off
Fix - Gimbal camera mirrored editor arrows
Fix - Gimbal camera laser rendering flipping in y-axis
Fix - Player charged for auto-refuel when loading a save
Fix - Carried/Seated characters not updating submerged state when NPC damage is enabled
Fix - Player rendering when zoomed in with binoculars
Fix - MP clients falling through floor when teleporting
Fix - MP clients falling through floor when connecting
Fix - MP clients falling through floor when disconnecting
Fix - Buying/selling fuel when auto-refuel is disabled
Fix - Rail junctions not saving their state
Fix - Seat back voxels not being raycastable (Hard to get in seats)
Fix - Button state inverting when cutting power whilst overriding the node
Fix - CTD extinguishing forest fires on DS
Fix - Forest fires not extinguishing correctly by fire extinguisher on DS
Fix - Camera inputs not clearing when toggling photo/noclip mode
Fix - PTT being disabled when scrolling over hotbar radio equipment
Fix - Winch ropes added in vehicle editor snapping to 10m when winch extended/retracted
Fix - Prevent mission fires re-igniting on unload/load
Fix - Active tool staying active when collecting equipment
Fix - Classic career now applies research filters to the vehicle editor hotbar
Fix - Added missing mission location names
Fix - onVehicleDamaged lua callback

onVehicleDamaged(vehicle_id, damage_amount, voxel_x, voxel_y, voxel_z) -- damage amount returns negative if component is repaired

v1.0.1-14 - Classic Career, Research Tree, Mission Spawning UI, And More!



Dear Stormworkers,

We launched Version 1.0!!! What an incredible week.

Thank you to all the players who gave us feedback and helped shape many of the improvements we have made this week.

Lets look at what we have been up to this week:

Sept 17th: Launched Version 1.0! With the new LUA modding, spreadable fires, first person equipment, missions, tutorial, audio effects, and more.

Sept 20th: Added "Classic Career" mode with research trees, map fog, player icons, and many other settings familiar to the old career mode.

Sept 21st: Added "Test Location" button to the mission editor so that players can easily and quickly spawn their vehicle spawning missions without any scripting.

Using the new mission location spawning is really easy: from in game, press Esc, click Mission Editor. Load up your mission and find the location you wish to spawn and click "Test Location".

Sept 22nd: Normal mode is now emulated by selecting "infinite electric", "infinite fuel", and deselecting "engine overheating". As previously discussed, our intention was never to remove normal mode, but rather integrate it as real time settings into the new Custom Menu.

Sept 23rd: Reworked the new ropes, hoses and cables! These are now twice as long, easier to handle, and generally work better.

These are just the headlines, we have also implemented many many small changes and fixes. Full change notes below!



Version 1.0 is not the final version and development continues as normal. We will soon resume work on the new modular engines and develop them with the community, on the new experimental branch.

In response to much helpful feedback, we also plan to change our release procedures, so that minor fixes and new features are tested more, then released to experimental, before finally being released to the release branch of the game. Only the most critical hot-fixes will be promoted directly to the release branch.



We look forward to hearing all your feedback on the new changes! We have big plans yet for Stormworks and really look forward to working with you on the experimental branch as we begin the next phase of development for Stormworks!

Much love
The Stormworks Developers

Patch Notes

v1.0.1
Feature - Enabled Experimental Branch

v1.0.1a
Feature - Enabled Modular Engine Components

v1.0.2

Feature - New playlist Lua to simplify vehicle spawning scripts
playlist_index = server.getPlaylistIndexByName(name)
playlist_index = server.getPlaylistIndexCurrent()
location_index = server.getLocationIndexByName(playlist_index, name)
server.spawnThisPlaylistMissionLocation(name)

Rework - Made tutorial end more clear
Rework - Balanced mission rewards
Rework - Balanced fluid/fuel costs

Fix - Updated video tutorial playlist link
Fix - Disabled mission debug text in chat
Fix - Updated playlist Lua help tab meta section
Fix - Deprecated simple mode turbine
Fix - Deprecated static block
Fix - Equipment drop dupe bug
Fix - Headless player in wardrobe editor
Fix - New playlist now clears old Lua
Fix - Old (unsupported) saves loading in current game version
Fix - Tutorial active not resetting on new saves
Fix - Charge player for starter boat
Fix - Can no longer sell starter tractor and trailer

v1.0.3

Fix - Broken crouch anim in character editor
Fix - Door jitter in multiplayer
Fix - Detatch survivor from seats/ropes/carried if updated to NPC

v1.0.4

Rework - Updated benchmark scenes
Rework - Updated fluid gantries

Fix - Mission editor workshop upload tags
Fix - server.setGameSetting

v1.0.5

Feature - Classic Career preset
Feature - Re-added research and component unlocking

Rework - Updated playlist Lua
server.setCurrency(money, research)
points = server.getResearchPoints()
server.setGameSetting("unlock_all_components", true)

Fix - Tutorial blocking missions if loaded after tutorial ended
Fix - Missions ending with wrong message when expiring
Fix - Cargo script error when editing an iterated table
Fix - Missions without fire support not spawning fire objective

v1.0.6

Rework - Tutorial now only starts if components are unlocked (Disabled for old career))

v1.0.7

Feature - Added test location button to locations in playlists
Feature - Infinite Electric no longer requires batteries or logic links
Feature - ?reload_scripts now autosaves and fully reloads playlist data including locations
Feature - added isTilePurchased(matrix) lua function

Rework - onCreate playlist callback now passes is_world_create parameter, this makes setting up events at world start easier (eg. set starting cash)

Fix - Lack of warning and component stripping when inf money is on and unlocked components is off
Fix - Multibody child components appearing in the inventory
Fix - Active item failing to disable when picking up items from the ground
Fix - Electric/Fluid connections not severing when disconnecting Cables/Hoses
Fix - Infinite fuel not applying to air/exhaust/coolant
Fix - Career main menu description
Fix - Microprocessor spawning when components not unlocked
Fix - Tutorial always activating
Fix - Component visibility when components locked
Fix - CTD when radar raycasts physics with no user data
Fix - Cargo script error when vehicle ID returns as nil
Fix - Blueprints are now required for microprocessors even when inf money is off
Fix - Tutorial now supports players other than host (Dedicated server fix)
Fix - CTD picking up fire extinguisher on dedicated server
Fix - Tutorial activating when tile is not purchased
Fix - Added fix for tutorial getting stuck in a loop

added ?tutorial command to the script to check if the tutorial is active

v1.0.8

Fix - fixed research reward for missions

v1.0.9

Fix - Multiplayer equipment crashes

v1.0.10

Feature - Added test location button for Env Mods by treating them the same as normal locations

Fix - Mission vehicles not spawning due to how they were saved
Fix - Non-admins being unable to trigger custom commands
Fix - Outdated code in playlist Lua help
Fix - Game settings are now synced after using setGameSetting
Fix - Tutorial script failing to update objectives if saving halfway through
Fix - Set classic career start cash to 15000
Fix - Infinite fuel no longer requires any inputs for engines to work
Fix - Characters not updating follower chains when being set to NPC
Fix - NPC names not saving
Fix - Tooltips appearing in vehicle third person
Fix - Cost labels not showing in custom mode (when toggling infinite money)
Fix - Network event for unlocking all islands on dedicated server
Fix - NPC ladder breadcrumbs not working
Fix - Extended space for names in chat and capped names at 12 chars

v1.0.11

Rework - Increased rope spool speed

Fix - Dedicated server CTD on ?save
Fix - Allow selecting/dropping disabled equipment and added UI icons to show disabled equipment
Fix - Remove defunct UI for detatch rope
Fix - Rotating jet exhaust, laser distance sensor, transponder, and transponder locator no longer use power unless active
Fix - Rope state multiplayer sync
Fix - Do not set tutorial starter boat to despawn
Fix - Turned off chat name clipping, extended chat box
Fix - Gearboxes not working after repairing them
Fix - Equipment boxes mass and values
Fix - Prevent drowning while swimming on the surface in first person
Fix - Lua documentation fixes
Fix - Fluid exhaust voxels and removed buoyancy surfaces
Fix - Jet engines not working when infinite fuel enabled
Fix - Purchase interactables no longer block raycasts

v1.0.12

Fix - CTD caused by fluid exhaust change

v1.0.13

Fix - Ropes causing issues when returning to workbench

v1.0.14

Fix - Mission system sometimes not saving correctly
Fix - Reduced career starting cash to 20000 to match reduced cost of tutorial boat
Fix - Hat not rendering sometimes when in a seat