Hey guys, in this news post we thought we’d show you the rest of the weapons that will be in the initial weapons update. Though these weapons may seem a bit overspecialized, we’re confident they will all find a place in your future creations.
First up is the lovely 9mm pistol:
Safety, reliability and ergonomics is the first thing that comes to mind when handling this weapon. This weapon was first introduced in the 1980s as a high reliability firearm with good accuracy and easy handling. It features the use of composite materials throughout and has a moderate sized magazine and easy trigger pull. In Homebrew it represents the smallest firearm available both in terms of scale, but also in terms of weight and recoil. Players will find this weapon right at home mounted on small remote control vehicles or even mounted in an array on a kart.
For those of us who want a little more power without delving into autocannons, consider the 50 Caliber Machinegun:
With the memories of World War I still in the minds of many weapon designers, the need to develop the next generation of weapons took high priority. The appearance of lightly armored tanks, the adoption of airplanes, and the increase in ranges required to engage infantry formations required a new generation of machine guns. One solution to this was using a 50 caliber cartridge coupled with a water cooled barrel. While the round was effective (and with a high muzzle velocity for the day), the weapon system proved very heavy and awkward. It was realized that by attaching a heavy barrel to the weapon instead of the water jacket it would be possible to have good heat mitigation without a compromise in performance or durability. In Homebrew this weapon is meant to provide a little bit firepower without the bulk and recoil of some of the heavier weapons. It can also utilize a special high-velocity sabot ammunition for defeating light armor.
Speaking of versatile weapons, the 30mm Autocannon definitely fits the bill:
This weapon was developed in the late 1970s and was put into use in personnel carriers in the early 1980s. It fires a good sized cartridge with a wide variety of different payloads from high explosive to sabot and conventional armor piercing through a relatively short barrel. It is designed to engage all manners of infantry, aircraft and light armored vehicles at moderate ranges. Unlike the twin version of this weapon, the rate of fire is much more subdued and thanks to a longer and heavier barrel, it is able to more easily engage distant targets without chewing through ammunition. In Homebrew this represents a solid mix between the heavier anti-vehicle weapons and the high rate of fire needed in close range engagements. It is easier to use than the twin version of it although it still lacks the punch to successfully engage medium and heavy armored vehicles.
All of our weapons featured so far have been typically vehicle mounted direct fire weapons, that’s why we also included an 82mm mortar for all your indirect fire needs:
This mortar was patterned off a French design and features a simple tube that would normally be mounted on a simple base plate with a bipod for aiming. Operation of the mortar is quite simple, after setting the desired elevation (mortars are designed to fire at angles greater than 45 degrees) for a given range, the mortar shell is armed and a set number of charges is attached to it. The shell is then dropped down the tube where a firing pin hits it and sends it back out the top. Mortars have limited range and muzzle velocity compared to other indirect fire weapons but they do carry a significant payload. In homebrew we modeled the tube section of the mortar as well as giving users the ability to choose how many (1-6) charges to fire the shell with. The greater the number of charges, the longer the shot will travel. When testing this weapon we dug up an actual manual (dated in 1937!) for the operation of the mortar and were able to get the real world ranges to match up with our model.
What's next?
This concludes the weapons that are going to be featured in our first weapons update. We will have some more weapons to show you including a howitzer and a cannon from the age of sail in future updates along with some really special weapons that may or may not begin with rail and end with gun or an energy weapon that rhymes with maser. In our next post we’ll go over how we calculate gun performance as well as how we model armor penetration and damage. Stay tuned!
Hey guys, in this news post we thought we’d show you the rest of the weapons that will be in the initial weapons update. Though these weapons may seem a bit overspecialized, we’re confident they will all find a place in your future creations.
First up is the lovely 9mm pistol:
Safety, reliability and ergonomics is the first thing that comes to mind when handling this weapon. This weapon was first introduced in the 1980s as a high reliability firearm with good accuracy and easy handling. It features the use of composite materials throughout and has a moderate sized magazine and easy trigger pull. In Homebrew it represents the smallest firearm available both in terms of scale, but also in terms of weight and recoil. Players will find this weapon right at home mounted on small remote control vehicles or even mounted in an array on a kart.
For those of us who want a little more power without delving into autocannons, consider the 50 Caliber Machinegun:
With the memories of World War I still in the minds of many weapon designers, the need to develop the next generation of weapons took high priority. The appearance of lightly armored tanks, the adoption of airplanes, and the increase in ranges required to engage infantry formations required a new generation of machine guns. One solution to this was using a 50 caliber cartridge coupled with a water cooled barrel. While the round was effective (and with a high muzzle velocity for the day), the weapon system proved very heavy and awkward. It was realized that by attaching a heavy barrel to the weapon instead of the water jacket it would be possible to have good heat mitigation without a compromise in performance or durability. In Homebrew this weapon is meant to provide a little bit firepower without the bulk and recoil of some of the heavier weapons. It can also utilize a special high-velocity sabot ammunition for defeating light armor.
Speaking of versatile weapons, the 30mm Autocannon definitely fits the bill:
This weapon was developed in the late 1970s and was put into use in personnel carriers in the early 1980s. It fires a good sized cartridge with a wide variety of different payloads from high explosive to sabot and conventional armor piercing through a relatively short barrel. It is designed to engage all manners of infantry, aircraft and light armored vehicles at moderate ranges. Unlike the twin version of this weapon, the rate of fire is much more subdued and thanks to a longer and heavier barrel, it is able to more easily engage distant targets without chewing through ammunition. In Homebrew this represents a solid mix between the heavier anti-vehicle weapons and the high rate of fire needed in close range engagements. It is easier to use than the twin version of it although it still lacks the punch to successfully engage medium and heavy armored vehicles.
All of our weapons featured so far have been typically vehicle mounted direct fire weapons, that’s why we also included an 82mm mortar for all your indirect fire needs:
This mortar was patterned off a French design and features a simple tube that would normally be mounted on a simple base plate with a bipod for aiming. Operation of the mortar is quite simple, after setting the desired elevation (mortars are designed to fire at angles greater than 45 degrees) for a given range, the mortar shell is armed and a set number of charges is attached to it. The shell is then dropped down the tube where a firing pin hits it and sends it back out the top. Mortars have limited range and muzzle velocity compared to other indirect fire weapons but they do carry a significant payload. In homebrew we modeled the tube section of the mortar as well as giving users the ability to choose how many (1-6) charges to fire the shell with. The greater the number of charges, the longer the shot will travel. When testing this weapon we dug up an actual manual (dated in 1937!) for the operation of the mortar and were able to get the real world ranges to match up with our model.
What's next?
This concludes the weapons that are going to be featured in our first weapons update. We will have some more weapons to show you including a howitzer and a cannon from the age of sail in future updates along with some really special weapons that may or may not begin with rail and end with gun or an energy weapon that rhymes with maser. In our next post we’ll go over how we calculate gun performance as well as how we model armor penetration and damage. Stay tuned!
Hi guys, it’s time for another quick update! Let’s get right to it and start with the highlights.
Binoculars
The first addition is this new gadget that will come in handy when you want to stalk observe other players/vehicles from far.
Simply scroll with your middle mouse until the binocular icon appears, left click to enable it and zoom in/out by using the zoom keys that you've assigned in the control settings.
These binoculars also allow you to capture memories as clicking the right mouse button will take a picture.
Visual improvements
Next up is a fix that players have been waiting for for a long time... the near view clipping issue. That’s right, with after this update we’ll be able to enjoy the interior of our vehicles even more by actually looking at them from a near distance, YAY :D
This isn’t the only visual improvement though, vehicle shadows are now enabled and will be more crisp then they’ve ever been.
And … the ocean features foam and has higher waves than in the previous builds. Below you can see the results:
Improved gyrometre
The community pointed out that it’s possible to achieve the same results with less programmable boxes if we just set the range for the output property on the gyrometre so that it goes from -180° to 180°. From now on you’ll be able to choose two more modes (FullVector, FullDegrees), the ranges are:
FullVector = -2 to 2
FullDegrees = -180° to 180°
Below you can see a comparison of the logic that is needed to balance a quadcopter upright (even if it’s upside down):
Controller changes
For our controller players we’ve made some long awaited improvements. From now on it will be perfectly possible to navigate the menu while using your controller. Simply lay back, open the menu, move your joystick in any direction to move the mouse and select the desired vehicle ;)
But what about parts? :C
Well… how about a new jet engine ;)
Control presets (basic)
Are you sick and tired of having to set up controls again … and again … and again?
Well this update offers a short term solution since you’ll be able to choose between three presets for controls on the seat [Custom], [Car], [Plane].
The car and plane controls have been configured so that they’re as generic as possible and have binds for the Xbox 360 controller by default. We hope that this will reduce confusion by offering the same control schemes for more vehicles.
Other changes
Alright, so that rounds it up for this quick update, below you can find a list with some of the other fixes/changes that have been made:
Vehicle Favorites persist when you save your vehicle again
Smoke particles no longer inherit velocity from the vehicle rotation
Removed black smoke particle on the gas turbine
Added a force display for the solid fuel rockets
Added measurement indicators for all directional plates
Fixed issue where wheels/propellers would not show while taking a picture of you vehicle in the builder
Fixed issue where adjustable pontoon would become invisible when it’s partially off screen
Fixed issue where medium / low shadow settings were switched
Made the adjustable wing thinner than a plate so that we can hide the wing by using one plate
Fixed issue where the game would freeze upon using the "toggle ui" command
Fixed issue where fuel would save on its current weight in the builder
Fixed the builder lights (they turn on now when it becomes night)
What if I have a problem?
To ensure that no issue is overseen we'll be monitoring steam, DISCORD and our other channels even more over the course of the following days. In the unfortunate event that you encounter a bug please follow these steps so that we can release a patch asap:
See if you can replicate the bug
Be as specific as possible about the issue, the more information the better. Preferably attach your output_log.txt file which can be located in: installed directory / HB146_Data folder (right click on Homebrew in your game library, select properties and then browse local files)
Notify us on Steam or DISCORD (faster response time)
Hi guys, it’s time for another quick update! Let’s get right to it and start with the highlights.
Binoculars
The first addition is this new gadget that will come in handy when you want to stalk observe other players/vehicles from far.
Simply scroll with your middle mouse until the binocular icon appears, left click to enable it and zoom in/out by using the zoom keys that you've assigned in the control settings.
These binoculars also allow you to capture memories as clicking the right mouse button will take a picture.
Visual improvements
Next up is a fix that players have been waiting for for a long time... the near view clipping issue. That’s right, with after this update we’ll be able to enjoy the interior of our vehicles even more by actually looking at them from a near distance, YAY :D
This isn’t the only visual improvement though, vehicle shadows are now enabled and will be more crisp then they’ve ever been.
And … the ocean features foam and has higher waves than in the previous builds. Below you can see the results:
Improved gyrometre
The community pointed out that it’s possible to achieve the same results with less programmable boxes if we just set the range for the output property on the gyrometre so that it goes from -180° to 180°. From now on you’ll be able to choose two more modes (FullVector, FullDegrees), the ranges are:
FullVector = -2 to 2
FullDegrees = -180° to 180°
Below you can see a comparison of the logic that is needed to balance a quadcopter upright (even if it’s upside down):
Controller changes
For our controller players we’ve made some long awaited improvements. From now on it will be perfectly possible to navigate the menu while using your controller. Simply lay back, open the menu, move your joystick in any direction to move the mouse and select the desired vehicle ;)
But what about parts? :C
Well… how about a new jet engine ;)
Control presets (basic)
Are you sick and tired of having to set up controls again … and again … and again?
Well this update offers a short term solution since you’ll be able to choose between three presets for controls on the seat [Custom], [Car], [Plane].
The car and plane controls have been configured so that they’re as generic as possible and have binds for the Xbox 360 controller by default. We hope that this will reduce confusion by offering the same control schemes for more vehicles.
Other changes
Alright, so that rounds it up for this quick update, below you can find a list with some of the other fixes/changes that have been made:
Vehicle Favorites persist when you save your vehicle again
Smoke particles no longer inherit velocity from the vehicle rotation
Removed black smoke particle on the gas turbine
Added a force display for the solid fuel rockets
Added measurement indicators for all directional plates
Fixed issue where wheels/propellers would not show while taking a picture of you vehicle in the builder
Fixed issue where adjustable pontoon would become invisible when it’s partially off screen
Fixed issue where medium / low shadow settings were switched
Made the adjustable wing thinner than a plate so that we can hide the wing by using one plate
Fixed issue where the game would freeze upon using the "toggle ui" command
Fixed issue where fuel would save on its current weight in the builder
Fixed the builder lights (they turn on now when it becomes night)
What if I have a problem?
To ensure that no issue is overseen we'll be monitoring steam, DISCORD and our other channels even more over the course of the following days. In the unfortunate event that you encounter a bug please follow these steps so that we can release a patch asap:
See if you can replicate the bug
Be as specific as possible about the issue, the more information the better. Preferably attach your output_log.txt file which can be located in: installed directory / HB146_Data folder (right click on Homebrew in your game library, select properties and then browse local files)
Notify us on Steam or DISCORD (faster response time)
Hey guys, we have an exciting announcement to make. At long last the weapons update is finally starting to take shape and we as a team finally feel confident enough to show off the first pieces of this exciting new development.
Thats right! the thing we have all been waiting for is getting closer to our fingertips. Lets dive right in and look at some of the weapons we've been playing with for the past 2 weeks.
First up is the 125mm cannon:
This venerable weapon traces its roots to the late 1960s when tank armor started getting too thick to penetrate with the 100mm and 115mm cannons commonly found on tanks at the time. The cannon fires projectiles with a tremendous amount of speed and could easily penetrate any armor of the day when first deployed. The cannon continues to be used today in armies around the world and can be used to fire a wide variety of projectiles. In homebrew it represents the ultimate in penetration, damage, and range at the cost of a relatively slow reload, a very heavy barrel and tremendous recoil.
Next is the 40mm automatic grenade launcher: This weapon was first used in the Vietnam war as an infantry support weapon. It fires 40mm grenades at a relatively high rate of fire and low muzzle velocity. Later models began using special types of ammunition that could even damage tanks if used correctly. In homebrew it represents an excellent support weapon for damaging lighter vehicles and players but lacks the raw speed of some of the other weapons. Recoil is also a concern in very light vehicles.
Then we have the 40mm Autocannon: This weapon first saw use in the mid-1930s and throughout all of the cold war and even into today on light personnel carriers. Originally designed for air defense, the weapon carries enough punch with special ammo types to even penetrate tanks’ weaker sides. In homebrew it gives players a solid multi purpose weapon without being too heavy or difficult to control. It is also one of the few weapons in game that packs the proximity fuse to make air engagements easier.
Why use one shell when you could use 100 with the 20mm Rotary Autocannon: Another weapon designed in the early 1960s to help solve the problem of jet on jet high speed engagements. Thanks to its blistering rate of fire and deadly 20mm bullet, it ended up being such an effective design that examples of it are still in use with modern aircraft designs. In homebrew it represents the ultimate in rate of fire weapon with good weight and moderate accuracy. Its recoil is quite considerable and it lacks a true armor piercing round however...
Why use 20mm when you can double the kinetic energy with the 30mm Twin Autocannon? This weapon was developed in the mid-1970s as a better method to engage newly developed tank killer aircraft and helicopters. Its rate of fire is considerable but not quite as fast as its smaller cousins. Its real advantage comes in its very heavy and accurate 30mm shell, the same shell used on the 30mm Autocannon. In homebrew it represents a unique middle ground between smaller and faster weapons and larger and more damaging. While related to its cousin with ammunition, its shorter barrel and ammunition consumption makes it tougher to use in long range vehicle shootouts, not to mention its considerable recoil.
This should give the community an idea of the kinds of weapons you can expect to be using on your vehicles in game. In future posts we will be featuring the rest of the weapons as well as how our damage and armor system works and how we calculate weapon performance. Stay tuned!
Hey guys, we have an exciting announcement to make. At long last the weapons update is finally starting to take shape and we as a team finally feel confident enough to show off the first pieces of this exciting new development.
Thats right! the thing we have all been waiting for is getting closer to our fingertips. Lets dive right in and look at some of the weapons we've been playing with for the past 2 weeks.
First up is the 125mm cannon:
This venerable weapon traces its roots to the late 1960s when tank armor started getting too thick to penetrate with the 100mm and 115mm cannons commonly found on tanks at the time. The cannon fires projectiles with a tremendous amount of speed and could easily penetrate any armor of the day when first deployed. The cannon continues to be used today in armies around the world and can be used to fire a wide variety of projectiles. In homebrew it represents the ultimate in penetration, damage, and range at the cost of a relatively slow reload, a very heavy barrel and tremendous recoil.
Next is the 40mm automatic grenade launcher: This weapon was first used in the Vietnam war as an infantry support weapon. It fires 40mm grenades at a relatively high rate of fire and low muzzle velocity. Later models began using special types of ammunition that could even damage tanks if used correctly. In homebrew it represents an excellent support weapon for damaging lighter vehicles and players but lacks the raw speed of some of the other weapons. Recoil is also a concern in very light vehicles.
Then we have the 40mm Autocannon: This weapon first saw use in the mid-1930s and throughout all of the cold war and even into today on light personnel carriers. Originally designed for air defense, the weapon carries enough punch with special ammo types to even penetrate tanks’ weaker sides. In homebrew it gives players a solid multi purpose weapon without being too heavy or difficult to control. It is also one of the few weapons in game that packs the proximity fuse to make air engagements easier.
Why use one shell when you could use 100 with the 20mm Rotary Autocannon: Another weapon designed in the early 1960s to help solve the problem of jet on jet high speed engagements. Thanks to its blistering rate of fire and deadly 20mm bullet, it ended up being such an effective design that examples of it are still in use with modern aircraft designs. In homebrew it represents the ultimate in rate of fire weapon with good weight and moderate accuracy. Its recoil is quite considerable and it lacks a true armor piercing round however...
Why use 20mm when you can double the kinetic energy with the 30mm Twin Autocannon? This weapon was developed in the mid-1970s as a better method to engage newly developed tank killer aircraft and helicopters. Its rate of fire is considerable but not quite as fast as its smaller cousins. Its real advantage comes in its very heavy and accurate 30mm shell, the same shell used on the 30mm Autocannon. In homebrew it represents a unique middle ground between smaller and faster weapons and larger and more damaging. While related to its cousin with ammunition, its shorter barrel and ammunition consumption makes it tougher to use in long range vehicle shootouts, not to mention its considerable recoil.
This should give the community an idea of the kinds of weapons you can expect to be using on your vehicles in game. In future posts we will be featuring the rest of the weapons as well as how our damage and armor system works and how we calculate weapon performance. Stay tuned!
Hello fellow Homebrewers, it has been a busy month and we are glad to reveal the next quick update, let's take a look at the new stuff we've got to offer.
Tutorial Rework
the tutorial was pretty outdated and people struggled completing it, so it's about time we revamped the entire tutorial section of Homebrew.
for the in-game tutorial there were 3 main features we focused on
the tutorial must be simple, and straight-forward
the tutorial should be optional
the tutorial should be re-playable at any time
So keeping these features in mind we went ahead and built a new structure next to the runway. It's a cozy place where you can walk around and get to know the game at your own pace, or just chill out and take a break.
It contains a number of billboards that are easy to follow, they should get you started right away and teach you the first steps into the world of Homebrew.
Next up is the builder tutorial.
We've added 2 new buttons at the top right corner of your screen, they should make the tutorial and documentation more accessible then before.
More tutorial videos are in the works, they will be focused on explaining individual parts and should fill the gaps nicely.
We know what you are thinking... "Only tutorial improvements! :C" To keep this update a bit more interesting, we've also included a new engine which should fill the gap between the Falcon 6 and D22 twister.
Give it up for... the "Dutser B6" ! This little 130KG engine has some serious power, with 280Nm at redline (7000RPM) and a whopping 300Nm heap from 2000 RPM to 4000 RPM Great for motorcycles and light weight sports cars.
Next up is a new logic block, the "Electric Selector".
What does this do you ask? Well, it's pretty simple.
It will let electricity run through one of its multiple outputs based on the number you give it
So give it a 0 and the electricity will run through the first output, a 1 will make it run through the secondary output, a 2 will go through the third, and so on.
And just when you think you are all out of presents, here are 2 more!
Yup that's right, you'l be able to enjoy wooden propellers and the new black type propeller, they have wider chords then the default propeller, thus providing more force with less blades.
Alright, that pretty much rounds it up for this patch, lets end with a list of additional bug-fixes and changes
Bug fixes and general changes
Added admin controls for general chat
Double jump not resetting properly
RGB Inputs on lights not being capped correctly
Server-related issues which would result in a memory leak
Pickup-vehicles not re-spawning after they've been spawned before
Nene and Ramjet continuously playing sound even when turned off
Enter not opening chat after some menu management
Builder measuring tool colors have been changed for additional visibility.
Adjustable nodes and line colors have been changed for additional visibility.
Buoyancy is now a LOT more optimized!
What if I have a problem?
To ensure that no issue is overseen we'll be monitoring steam, DISCORD and our other channels even more over the course of the following days. In the unfortunate event that you encounter a bug please follow these steps so that we can release a patch ASAP:
See if you can replicate the bug
Be as specific as possible about the issue, the more information the better. Preferably attach your output_log.txt file which can be located in: installed directory / HB146_Data folder (right click on Homebrew in your game library, select properties and then browse local files)
Notify us on Steam or Discord (faster response time)
Hello fellow Homebrewers, it has been a busy month and we are glad to reveal the next quick update, let's take a look at the new stuff we've got to offer.
Tutorial Rework
the tutorial was pretty outdated and people struggled completing it, so it's about time we revamped the entire tutorial section of Homebrew.
for the in-game tutorial there were 3 main features we focused on
the tutorial must be simple, and straight-forward
the tutorial should be optional
the tutorial should be re-playable at any time
So keeping these features in mind we went ahead and built a new structure next to the runway. It's a cozy place where you can walk around and get to know the game at your own pace, or just chill out and take a break.
It contains a number of billboards that are easy to follow, they should get you started right away and teach you the first steps into the world of Homebrew.
Next up is the builder tutorial.
We've added 2 new buttons at the top right corner of your screen, they should make the tutorial and documentation more accessible then before.
More tutorial videos are in the works, they will be focused on explaining individual parts and should fill the gaps nicely.
We know what you are thinking... "Only tutorial improvements! :C" To keep this update a bit more interesting, we've also included a new engine which should fill the gap between the Falcon 6 and D22 twister.
Give it up for... the "Dutser B6" ! This little 130KG engine has some serious power, with 280Nm at redline (7000RPM) and a whopping 300Nm heap from 2000 RPM to 4000 RPM Great for motorcycles and light weight sports cars.
Next up is a new logic block, the "Electric Selector".
What does this do you ask? Well, it's pretty simple.
It will let electricity run through one of its multiple outputs based on the number you give it
So give it a 0 and the electricity will run through the first output, a 1 will make it run through the secondary output, a 2 will go through the third, and so on.
And just when you think you are all out of presents, here are 2 more!
Yup that's right, you'l be able to enjoy wooden propellers and the new black type propeller, they have wider chords then the default propeller, thus providing more force with less blades.
Alright, that pretty much rounds it up for this patch, lets end with a list of additional bug-fixes and changes
Bug fixes and general changes
Added admin controls for general chat
Double jump not resetting properly
RGB Inputs on lights not being capped correctly
Server-related issues which would result in a memory leak
Pickup-vehicles not re-spawning after they've been spawned before
Nene and Ramjet continuously playing sound even when turned off
Enter not opening chat after some menu management
Builder measuring tool colors have been changed for additional visibility.
Adjustable nodes and line colors have been changed for additional visibility.
Buoyancy is now a LOT more optimized!
What if I have a problem?
To ensure that no issue is overseen we'll be monitoring steam, DISCORD and our other channels even more over the course of the following days. In the unfortunate event that you encounter a bug please follow these steps so that we can release a patch ASAP:
See if you can replicate the bug
Be as specific as possible about the issue, the more information the better. Preferably attach your output_log.txt file which can be located in: installed directory / HB146_Data folder (right click on Homebrew in your game library, select properties and then browse local files)
Notify us on Steam or Discord (faster response time)
We've updated our community and multiplayer rules. The rules are posted below, but you'll always be able to find the latest versions on the Steam forums or on our Discord server.
Community Rules
For years we’ve always had implied vague rules. In general, this just meant being nice to each other and not being annoying. However, now that the community has grown, it is time we lay down some more explicit rules about what exactly is off limits in the community, and the general attitude towards other players.
Homebrew's community is meant to be welcoming, nice, and family friendly. As such, keep the chat and workshop content positive and suitable for players of all ages. This means that violence, strong language, and sexual content will NOT be tolerated in the game chat or in workshop content.
When playing on official servers, or using the global chat, please note that the following behaviour is strictly off limits:
Use of discriminatory language. E.g. attacking other players or groups of people based on their ethnic, racial, gender or cultural status.
Griefing other players on the server. E.g. obstructing the builder, stealing vehicles without permission, spawning annoying light/noise/smoke/FPS-killing vehicles.
Consistently insulting, demeaning, or generally negative behaviour towards other players and their creations. If you do not want to be part of a friendly, collaborative environment then do not play on our servers.
Spamming the chat.
In addition to the above rules, we expect players to use common sense and decency when interacting with one another. Moderators reserve the right to temporarily or permanently remove any players who are explicitly breaking rules or who are for other reasons causing trouble.
In most cases you will be warned via chat message before being kicked, and again if you rejoin after being kicked. However, moderators are not required to warn players before kicking them. This is because there are some time-sensitive instances where warning a person would take too long. For example, if someone has severely lowered FPS of all players on a server, a moderator may kick several players that are suspected of causing the FPS drop (in order to de-spawn the offending vehicle). These players may not be warned beforehand, depending on the severity of the issue. However, once the moderator discovers who caused the FPS drop, the offending player will be warned and dealt with.
Now that we have multiple moderators, expect faster reactions to reports. Please do not hesitate to flag forum discussions or workshop posts that you feel break these rules. That also goes for people ingame, and on Discord as well. If someone is causing trouble and needs to be dealt with, let a moderator know. There are times when dealing with the person yourself can only escalate the issue. Please use your best judgement before trying to deal with the offending person yourself, but please also get a moderator’s attention. The best way to do so is to PM one of us on Discord. If a moderator is not available at the time, and there is a serious issue, make sure to gather proof, such as a video or screenshot, that will help us deal with the issue.
Also, as usual, please report any bugs you find! Reporting bugs is the best way to get them fixed, so please don’t hesitate to report them! Moderators will do their best to verify and keep track of any reported bugs, as well as helping players work around these bugs and solve any issues they create. Provide as much detail as you possibly can when reporting bugs. Helpful details include: what is bugging, what else has a similar issue, what you were doing at the time, how to recreate the bug, etc. You can report bugs on Discord or Steam Forums. If it’s an especially game-breaking bug, flag the post too, it will help get our attention.
Finally, a big thanks to all the wonderful players that make our community so enjoyable to be part of. Remember: Dream, Build, Enjoy. :)
We've updated our community and multiplayer rules. The rules are posted below, but you'll always be able to find the latest versions on the Steam forums or on our Discord server.
Community Rules
For years we’ve always had implied vague rules. In general, this just meant being nice to each other and not being annoying. However, now that the community has grown, it is time we lay down some more explicit rules about what exactly is off limits in the community, and the general attitude towards other players.
Homebrew's community is meant to be welcoming, nice, and family friendly. As such, keep the chat and workshop content positive and suitable for players of all ages. This means that violence, strong language, and sexual content will NOT be tolerated in the game chat or in workshop content.
When playing on official servers, or using the global chat, please note that the following behaviour is strictly off limits:
Use of discriminatory language. E.g. attacking other players or groups of people based on their ethnic, racial, gender or cultural status.
Griefing other players on the server. E.g. obstructing the builder, stealing vehicles without permission, spawning annoying light/noise/smoke/FPS-killing vehicles.
Consistently insulting, demeaning, or generally negative behaviour towards other players and their creations. If you do not want to be part of a friendly, collaborative environment then do not play on our servers.
Spamming the chat.
In addition to the above rules, we expect players to use common sense and decency when interacting with one another. Moderators reserve the right to temporarily or permanently remove any players who are explicitly breaking rules or who are for other reasons causing trouble.
In most cases you will be warned via chat message before being kicked, and again if you rejoin after being kicked. However, moderators are not required to warn players before kicking them. This is because there are some time-sensitive instances where warning a person would take too long. For example, if someone has severely lowered FPS of all players on a server, a moderator may kick several players that are suspected of causing the FPS drop (in order to de-spawn the offending vehicle). These players may not be warned beforehand, depending on the severity of the issue. However, once the moderator discovers who caused the FPS drop, the offending player will be warned and dealt with.
Now that we have multiple moderators, expect faster reactions to reports. Please do not hesitate to flag forum discussions or workshop posts that you feel break these rules. That also goes for people ingame, and on Discord as well. If someone is causing trouble and needs to be dealt with, let a moderator know. There are times when dealing with the person yourself can only escalate the issue. Please use your best judgement before trying to deal with the offending person yourself, but please also get a moderator’s attention. The best way to do so is to PM one of us on Discord. If a moderator is not available at the time, and there is a serious issue, make sure to gather proof, such as a video or screenshot, that will help us deal with the issue.
Also, as usual, please report any bugs you find! Reporting bugs is the best way to get them fixed, so please don’t hesitate to report them! Moderators will do their best to verify and keep track of any reported bugs, as well as helping players work around these bugs and solve any issues they create. Provide as much detail as you possibly can when reporting bugs. Helpful details include: what is bugging, what else has a similar issue, what you were doing at the time, how to recreate the bug, etc. You can report bugs on Discord or Steam Forums. If it’s an especially game-breaking bug, flag the post too, it will help get our attention.
Finally, a big thanks to all the wonderful players that make our community so enjoyable to be part of. Remember: Dream, Build, Enjoy. :)