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Stormworks: Build and Rescue News

Upcoming - Modular Engine Improvements!



Dear Stormworkers,

With this weeks patch, we have rebalanced modular engines to make them easier to cool, run at higher RPS, and effectively produce more power. These changes are in response to player feedback and have been tested on experimental branch for the last few weeks.

If you have already made modular engines on the main branch, and want to re-tune your engine, increase your target RPS, or increase your throttle.

Modular engines now produce less heat, and cooling systems are more efficient. Radiators hold more water, cool more effectively, and we have also made a series of changes to the fluid system so that water flows more easily through the system. We have also updated tooltips to give more info and make it easier to understand coolant systems.

We have fixed a bug where installing multiple fuel and air manifolds caused the engine to behave as it it was a much larger engine. Please keep in mind that you can no longer balance a fuel-air mix by placing a specific number of fuel or air manifolds.



We have been trialling a change to wheels on experimental branch, involving bringing wheels more in line and equivalent to the energy conservation of propellers and rotors. However, this change has been unpopular and so is shelved, while we consider how best to improve wheels in a way that most benefits players.

Many players have been disappointed with some parts of the modular engines major update, and we have been very focused on resolving this for players (and hopefully this weeks update does this!). The major update release was tough because there was a lot of feedback to process (and I am happy to hold my hands up and admit I make mistakes and should have managed the release better).

Thank you to all the players who have given constructive feedback on the experimental branch. It's encouraged to let us know what you think - good or bad! We want to hear it all, and often the toughest criticism gives us the broader perspective on the game and helps the most.



We have been very focused on making the necessary changes and getting feedback from players. We have been using #experimental channel for this, as well as other sources such as issues board, steam forums, etc. The moderation team have been concerned that a small number of community members have been attacking others for having a different point of view, and trying to derail community feedback, perhaps to drag out the drama of modular engines further.

We are doing our best to moderate the community to allow all players to have a voice, and protect our players from discrimination, abuse, and anti-social behaviour. Please consider that some rumours may not be accurate.

Our focus is to just get players the changes to the game that they need, and make the game as good as it can be.

We are planning another Q&A session! Thank you for your questions.

As always, we look forward to all your thoughts and feedback!

Much love
The Stormworks Developers

Patch Notes

v1.1.7-12

Rework - Modular engine coolant capacity now smaller / more rational
Rework - Modular engine throttle sensitivity scaled down by 75%
Rework - Modular engine fuel and air manifolds no longer have multiplicative effect when many installed
Rework - Increased modular engine power production x3
Rework - Wheels can now be scaled up as well as down by slider
Rework - Salt water scaling of modular engines now has a greater effect
Rework - Reduced modular engine heat production 25%
Rework - Heat exchangers fluid capacity now based on size
Rework - Thumbnails for Add-ons now says "ADD ON" rather than "MISSION"
Rework - Doubled energy capacity of batteries
Rework - Radiators now passively cooled by air flow and wind
Fix - Added descriptions to catalytic converter
Fix - Modular engine tooltips reformatted

v1.1.6 - The AI Helicopters Update!



Dear Stormworkers,

AI helicopters are here! In this weeks update, AI piloted helicopters will take off from helipads, navigate their patrol route or fly to their destination, and land again! To check out these new helicopters, start a game with the AI aircraft add-on enabled.

This new AI is similar to AI ships, and you will now encounter the occasional NPC helicopter that is going about it's business in the world of Stormworks.



This new AI code means that characters now have the ability to pilot a helicopter, and we have added the new AI helicopter type to vehicle seats. We have more plans to add new vehicle types and new AI for driving different types of vehicles and different functions. Critically, the new AI can operate in a fast cruising mode or a high precision mode to allow for landing and take off.



Thanks to all the players in the community who contributed vehicles towards the new AI script. Players can easily add their own helicopters by following the control scheme, and tags, and creating their own mission. We will go over the details in a future announcement!

Following from last weeks post, we thank all the players who have been providing valuable feedback on modular engines. We are continuing to improve this feature and are working with players on the experimental branch. If you want to get involved, you can check out the experimental changes and let us know your thoughts and feedback!



As always, we continue to work hard on improvements and fixes to the game. See the change log for this weeks updates. We also plan to release fixes that we have been working on throughout next week.

We have more very exciting minor and major updates on the way and look forward to sharing more info in the coming weeks!

Much love
The Stormworks Developers



Patch Notes

v1.1.4-6

Feature - added AI helicopters add-on
Fix - reduced exhaust production on modular engines
Fix - improved modular engine passive cooling
Fix - rendering modular engine starter belts
Fix - updated fluid gantries
Fix - increased air scoop pressure
Fix - renamed torque tooltip to RPS

Upcoming - 2021 Minor & Major Updates



Dear Stormworkers,

Many thanks to all those players who have given us clear feedback to the latest update! With your help we have been working hard making several improvements! If you have feedback, let us know in a clear way with reproducible steps on the issues board.

Some of you have been asking us questions throughout the week and we will share the answers here:

Should modular engines and other Stormworks features reflect real life units, and values?



No. In Stormworks, we model lots of systems and mechanics to work in a real time game simulation, While the systems are based on reality, it's impossible to accurately model everything as if it was real life, in a video game. We balance systems to reflect real life, with simplifications, and balanced to work as a game.

Should modular engines overheat?



Yes. Overheating is a feature of classic and modular engines (unless you turn it off in the creative menu!). In modular engines, heat generation is directly proportional to fuel combusted. Engines under load and at high RPS will burn a lot of fuel and so heat up quickly. Manage the rate of fuel burn to manage the engine temperature. Check out the examples in the presets section for examples including coolant systems.

Overheating can be avoided by combusting less fuel, and circulating more cool water through the coolant manifolds.

What is next?



Thank you for asking because we are really excited to tell you! We are working on loads of the top features from the most recent poll, including AI ships and aircraft, nuclear reactors, steam engines, and weapons! We are really excited about all of it, and will be releasing these updates throughout this year. It is a really exciting set of features that were highly voted for by players (at least 2,500 votes each!) in the most recent poll.

A few weeks ago we released the 2021 roadmap and that still stands, although the order of updates could change if you want them to. Now is the time to let us know your thoughts and feedback about what you want to see in the upcoming updates, how you want the mechanics to work, There is still plenty of time for us to integrate community feedback so we would love to know what you think.



As always, we continue to work hard on fixing issues and making improvements to existing features. Please see below for the latest patch notes.

Much love
The Stormworks Developers



Patch Notes

v1.1.4

Feature - Updates to fluid gantries
Feature - Added exhaust tooltip to cylinders
Balance - Reduced exhaust production
Balance - Increase intake scoop pressure
Balance - Increased passive cooling rate
Fix - Engines now passively cool when holding no coolant
Fix - Modular engine belt rendering when mirrored
Fix - Renamed torque node labels from Power to RPS

Major Update #11: The Modular Engines Update - Out Now!



Dear Stormworkers,

The modular engines major update is now live!

Thank you to all the players who helped shape this update with their thoughts and feedback, and those who helped test on the experimental branch of the game. Thank you also to all those players who voted for this update on the issues board and the Discord polls!



Modular engines are a series of new Stormworks blocks that allow you to design and build your engine the way you want. You place crankshaft blocks, pistons, air, fuel, exhaust, and cooling manifolds. There are also clutches, flywheels, power manifolds, starters, alternators, pumps, gearboxes, new radiators and heat exchangers. You can arrange these components how you wish, to design your own combustion engine.

You will need to consider fuel and air mixture ratios to control the power and efficiency of your engine. You will need to consider engine cooling so that your engine does not overheat. Engine size, flywheels, and RPS affect the torque and power output. You can boost engine performance using a supercharger or air scoop to pressurize the air entering the engine.



We hope you enjoy all the new components and systems, and we can't wait to hear your thoughts and feedback and see what engines you create!

Much love
The Stormworks Developers



Patch Notes

v1.1.2

Feature - Modular Engine Parts!
Parts include:
Crankshafts
Pistons
Engine Manifolds
Air Intake Manifold
Fuel Intake Manifold
Exhaust Manifolds
Coolant Manifolds
Drive Belts
Clutches
Flywheels
Starter
Alternator
Fluid Pump
New Gearboxes
Electric Radiators
Air-Air Heat Exchangers
Air-Liquid Heat Exchangers
Liquid-Liquid Heat Exchangers
and more!

An example modular engine has been included in presets.

Upcoming - The Modular Engines Major Update!



Dear Stormworkers,

The modular engines major update will release in less than a week, on Thursday the 18th February 2021 at 17:00 UTC!

This long-awaited and most requested new feature brings the ability to design and build your own engines, from modular parts.

Over the last weeks and months, we have been developing this new major update and sharing our progress live on the experimental branch of the game. We want to thank the many players who have given their thoughts and feedback and helped shape this update.



The new modular engines give players the ability to build smaller and larger engines than ever before, arrange, shape and fit their engines to the form of their vehicle, and tune the behaviour and performance of their engines with the various new modules. While these engines may be more complex to design and build, they can be more powerful and efficient.

The old engines will remain unchanged in the game, for simpler and quicker building where required.

We can't wait to share this major release.



We are also releasing a hotfix addressing several issues and making several improvements. Please see below for the full patch notes.

What is next?

We are already working on the 2 most popular items on the most recent features poll, with over 3,000 votes each, nuclear reactors and modular weapons. We have been releasing the 5th most popular item (AI ships, planes, helicopters) as minor updates, and have other big features planned for this year.



Join us on the official Discord for the big major update launch on Thursday!

Much love
The Stormworks Developers

v1.0.34

Fix - Character teleportation bug (Causing twilight zoning)
Fix - Secondary physics transforms after teleporting a vehicles
Hanging seat, Ski, and all wheels
Fix - Scripts ticking while simulation is paused
Fix - Rotor blade mesh issues
Fix - Rotor blade angle when mirrored
Fix - Rotor definition force, mass and cost
Fix - Rotor counter-torque not scaling with blade count
Fix - Phantom force after all rotors are destroyed
Fix - Added rotors to tech tree
Fix - Explosion fuse ignoring random time component
Fix - Scene ticking using camera transform in place of player transform
Fix - Custom vehicle tooltips only appearing on non-editable vehicles

Lua Api:
Added x, y, z = getAITarget(character_id)
added setVehicleShowOnMap(vehicle_id, is_show)