This week's minor update adds several frequently requested logic components, as well as more bug fixes.
A new trigonometry component lets you make use of sin, cos, tan and their inverse functions, and the new exponent component can be used for taking square roots.
We've also added 2 sizes of keypad components - these input devices will display a text box where you can enter numbers to send to your vehicle's logic. The larger keypad also has a shortcut button to automatically input the map coordinates of your current waypoint! This should allow you to make much more compact autopilot systems, as well as being a great tool for testing how different values affect your circuits in real-time.
Patch notes are below with a full list of the changes included in this update.
Thanks to all the community members who are continuing to give us feedback on Discord, the Steam discussions and our issue tracker. We're currently putting the finishing touches on Major Update 2 which includes some of your most highly requested features! We can't wait to share it with you, and will be announcing more details soon.
Have a great weekend <3
The Stormworks Developers
Patch Notes
v0.2.39
Feature - Added trigonometry logic component (provides sin, cos, tan, asin, acos and atan) Feature - Added exponent logic component (the exponent's value can be set using the select tool) Feature - Added small keypad component (used to easily input a number into your logic system) Feature - Added large keypad component (used to easily input 2 numbers, with a shortcut button that inputs current waypoint coordinates) Feature - Trim will quickly reset to 0 if both directions of axis are held simultaneously
Fix - Workshop vehicles have default name unrelated to workshop item name to allow uploads to be renamed with special characters (any vehicles reported as not showing in the editor can now be fixed by updating the workshop item from in-game. If you find a vehicle that doesn't show up, notify the creator so they can apply the fix) Fix - Vehicle upload title editbox allows typing of punctuation/symbols Fix - Fixed temporary workshop files not being cleared up before/after upload causing mission files to sometimes be included in workshop uploads Fix - Fixed issues with key buttons getting stuck when using external inputs Fix - Minimap faces correct direction when attached to ladder Fix - Pilot seat UI hides when fast travelling from a seat Fix - Fixed camera not resetting properly when fast travelling from a ladder Fix - Opening pause menu in singleplayer pauses the game again Fix - Increased trigger zone for lighthouse delivery mission to ensure secondary objective triggers Fix - Third objective of sea water sample mission is no longer completed by default Fix - Fixed crash when converting very large floating point values to text on component tooltips Fix - Fixed push buttons not releasing when pressed in third person Fix - Fixed held buttons desyncing in multiplayer when moving out of range Fix - Both docking doors will reset their logic outputs when disconnecting Fix - Water cannons spray in the correct direction when flipped Fix - Paintable sign additive renders correctly when flipped Fix - Engines no longer output torque when switched off
v0.2.40
Fix - Fixed workshop files no longer updating properly for some players Fix - Fixed vehicles uploaded to workshop after previous patch not loading correctly in editor
This week we are adding more building editor tools and new missions to Stormworks!
You can now save and load buildings with the editor, as well as view the building in the world as you edit it. We have reworked the editable building areas too.
There is also some new mission content, from simple search and rescue to complex fire fighting and aircraft crash response.
As always, the weekly update comes with a long list of fixes and improvements, and we are continuing to improve the game, including multiplayer, all the time.
If you do see any problems with the game, please make sure we know about it using the "report bug" buttons in game, to help us continue to improve the game :-)
Much love <3
The Stormworks Developers
Patch Notes
v0.2.36
Fix - Fixed key buttons Fix - Fixed JK and SR latches Fix - Fixed missing physics on creative island
v0.2.37
Feature - Added "world view" button in vehicle editor that lets you view the surrounding environment while designing your vehicle (useful for base building and as a scale reference) Feature - You can now load, save and share your static structures on the workshop (vehicles uploaded to the workshop from a static workbench will be automatically tagged with "structure") Feature - Added new mesh for static workbenches to distinguish them from regular workbenches Feature - Static workbench tooltip now says "create structure" instead of "create vehicle" to make their purpose clearer Feature - Updated existing missios to have time limits (hour and a half for non-critical missions, 20 mins for rescue missions) Feature - Added flares to existing rescue missions Feature - Added 3 new missions to Research Center playlist Feature - Added new critical rescue mission to Skye Power Company playlist Feature - Updated the Stormworks Issue Tracker to have search feature and buttons to request mark as implemented/duplicate/not an issue
Fix - Fixed cases where dynamic objects would load before vehicles causing survivors to spawn inside boats Fix - Fixed issue where some objects would not unload and fall into ocean if island at that location was unloaded Fix - Mass of connectors is rebalanced when connecting to resolve physics crashes when towing vehicles Fix - Optimised case where server was double-simulating some vehicles Fix - Fixed crash in mission editor when creating new playlist with component selected Fix - Added missing buoyancy data to large winch Fix - Rebalanced reward value for missions
v0.2.38
Feature - Added "Spawner" workshop tag for missions to help distinguish missions used for spawning bases/large vehicles (if you have a mission uploaded already that fits that criteria it would be great if you can update it with the new tag to help players find it)
Fix - More rebalances to mission reward value and critical mission times from previous patch Fix - Fixed external input on key button causing strange behaviour Fix - Updated mission workshop upload text to make it clearer that vehicles are embedded as part of the upload Fix - Fixed vehicles in mission editor not always updating their rendering when replacing their file Fix - Fixed mission editor forgetting that a component is selected when opening other editor views Fix - Vehicle editor free mode camera no longer continues to move if clicking on the UI Fix - Failed missions no longer display an empty reward notification Fix - Pressing R on non-player vehicles no longer attempts to return them to the workbench
Fix - Loot boxes no longer crash game in multiplayer Fix - Main menu workshop link fixed Fix - Multiplayer client tick rate system reworked to manage problem where clients slow down game significantly
v0.2.33
Fix - Fixed fluid connectors not transmitting fluid volume correctly Fix - Fixed fishing boat fire mission not having "fire equipment" requirement Fix - Reverted physics optimisation from last week where enclosed spaces were filled in (this didn't have the performance improvement we were hoping for, and caused several other issues) Fix - Fixed issues where physics was not generating correct physics mesh for flipped/rotated pyramids/inverse pyramids/wedges (fixes slopes/ladders/windows that couldn't be walked up, and may improve performance in some cases) Fix - Fixed hole in physics mesh on the creative island's beach Fix - Increased large propeller mass from 1 to 20 so that it's not lighter than the small propeller Fix - Docking doors connect at the correct angle Fix - Inaccessible static workbench on one of the new islands is now accessible Fix - Attaching to handle uses left/right hand correctly when interaction keys have been rebound Fix - Mission editor camera no longer zooms in and out when scrolling through load/save menus Fix - Fixed mission editor camera rendering with incorrect offset when zoomed out far enough Fix - Improved desync for vehicle logic in multiplayer Fix - Improved speed of multiplayer (multiplayer shouldn't get stuck in low framerates as often)
v0.2.34
Fix - Fixed rudders, push to toggle logic and capacitor not working from v0.2.33
v0.2.35
Fix - Fixed water cannon pitch/rotation not working from v0.2.33
We have added 3 small islands with fixed edit grids, so you can design buildings using the same tools used for designing vehicles! When spawned, the building is statically anchored to the ground!
Other locations are now purchasable in career mode, as well as new fast-travel locations.
We have also made loads of quality improvements this week including docking door improvements and more multiplayer.
We hope you enjoy this new version and can't wait to share more on the upcoming major update soon :-)
Much love <3
The Stormworks Developers
Patch Notes
v0.2.29
Fix - currency is now correct when loading career game Fix - doors now return to workbench correctly
v0.2.30
Feature - changed the type of physics for the ocean floor to be more efficient Feature - island physics now optimized in 3 dimensions rather than 2 to improve nuclear island and other island performance Feature - inaccessible areas in vehicles are now filled to optimize physics Fix - doors now spawn closed Fix - objects now rotate correctly when spawning Fix - starting money now correct when starting new career game without tutorial Fix - islands load before vehicles and objects so objects do not fall through the ground
v0.2.31
Feature - Creative mode island can now be found in career mode (requires a new save) Feature - Added 7 new purchasable bases to existing islands: - Added purchasable bases to 4 uninhabited islands along with workbenches and static workbenches for base building (also now available in the mission editor) - Added 2 purchasable bases to the mega island along with workbenches - Added a purchasable base to the military island along with a large hangar workbench Feature - Some components show extra data on their tooltip when looking at them in first person (buttons, indicators, water pressure/metre, clock) Feature - Stormworks.exe now has an icon!
Fix - Power slider value now works for multibody parts Fix - Distance sensor works correctly when flipped Fix - Wind sensor renders correctly when flipped Fix - Rotation sensor works correctly when flipped Fix - Water cannon nozzle now renders correctly when flipped Fix - Doors spawn in correct state with default values initialised Fix - Fixed compartment to compartment fluid links filling up regardless of the amount of water in the higher compartment Fix - Ocean rocks are synced in multiplayer Fix - Reduced client load/unload range in multiplayer Fix - Physics objects sync as islands in multiplayer to reduce desync Fix - Fixed ocean jumping forward in singleplayer when leaving workbench Fix - Unpausing photo mode works in singleplayer Fix - Erasing components from vehicle correctly refunds them/returns them to stock Fix - Resolved several rare multiplayer crashes Fix - Loading game from pause menu no longer gets stuck in waiting for server Fix - Rebalanced world generation so that islands with unique locations don't spawn multiple times
This week we had added loads of multiplayer improvements, and upgraded the new hinged doors to be magnetic docking water-tight doors!
New new doors are both magnetic connectors and water tight doors. They are very useful for any submersible vehicles or under water bases.
Multiplayer is now much more robust, with a host of updates that improve the quality of experience. Let us know what you want changing on the issue tracker and we will continue to add improvements!
We are pressing on with the next major update and are very excited to share our plans soon :-)
Much love <3
The Stormworks Developers
Patch Notes
v0.2.27
Fix - Rebalanced water cannon strength Fix - Multiple stability fixes for multiplayer Fix - Server notifies players if one player is slowing the game for others
v0.2.28
Feature - Hinged doors now have a docking feature! - Will attract to each other like other types of connectors when switched on - Will form a seal when connected to allow underwater vehicles to dock without letting water in - Both doors have been updated to have one on/off transfer logic node and one number transfer logic node for communicating between two docked vehicles Feature - All beds on all islands can now be slept in Feature - Mission objective HUD is now always visible when there is an active mission with active objectives Feature - Added new mission objective type - remove objects from zone
Fix - Fixed being stuck in spawning screen when a vehicle's bodies are too far apart Fix - Reduced width of back of seats so player can fit between them Fix - Memory register clear takes priority over set Fix - Renamed "water" tag on components to "fluid" Fix - Vehicle button default logic state is set correctly when spawning mission vehicles Fix - Vehicle bounding boxes generate correctly in the mission editor Fix - 1 block vehicles can be selected in the mission editor Fix - Vehicle shadows render properly in the mission editor Fix - Fixed fire parented to a vehicle not being attached to vehicle in multiplayer
Feature - Fluid logic node has its own symbol to distinguish it from regular inputs/outputs
Fix - Fixed new doors when rotated and flipped Fix - Renamed water connector to fluid connector Fix - Fixed purchasing islands in multiplayer career Fix - Fixed currency and inventory not syncing properly in multiplayer Fix - Loot boxes give the same reward to all players on server Fix - Removed option for pausing/unpausing photo mode in multiplayer Fix - General stability improvements for multiplayer Fix - Fixed fluid pressure system not working correctly
v0.2.25
Fix - Fixed teleporting vehicles back to workbench not working after previous patch Fix - Getting out of a seat in multiplayer no longer kicks the host player out of their vehicle
v0.2.26
Fix - Rebalanced small and large fans to be more powerful Fix - Fixed physics on new doors not working correctly
Along with many multiplayer improvements, we have also redesigned the fluid pipes system, and added new fluid valves and parts!
This week the main priority was multiplayer quality improvements, and thank you to all of you who gave your feedback and have helped with this process. If you have more feedback for us, please let us know as we continue to work hard on any quality issues!
The new fluid system now just has a single logic node for input and output rather than separate types. Link any fluid nodes together to connect them, and connections flood along all lines for the many-to-many relationship between nodes.
The new valves are useful for managing flow of water in your ballast and fire fighting designs, and water cannons now fire further based on the pressure that is feeding them!
Also note that we have replaced the term "water" with "fluid". Could this be because we plan on using the same system for other fluid types in the future? :-)
Next week we have some ideas for the minor update but no decision has been made so please let us know your suggestions in the comments below!
Much love <3
The Stormworks Developers
Patch Notes
v0.2.13-21
Feature - new fluid pipes simulation system incorporating flow and pressure - one logic node type flood fills connections Feature - new fluid parts - directional flow valve, on / off valve, variable flow valve, pressure sensor Feature - fluid connector and hose are now completed Feature - 2 new sealable hinged doors Fix - series of crash fixes from reviewing crash logs Fix - resolved most common issues causing player to be stuck in spawning screen Fix - resolved incorrect game mode in multiplayer Fix - resolved tutorial sometimes starting in multiplayer Fix - player flashlight now works in multiplayer Fix - islands now purchase correctly for clients in multiplayer Fix - reduced message max size when spawning vehicles helping larger vehicles and multiplayer vehicles to spawn correctly Fix - resolved issue rejoining game in multiplayer Fix - resolved issue breaking creative mode in multiplayer Fix - players no longer move while in workbench in multiplayer
Career has arrived in multiplayer. Steam P2P Friends support is here (no more port forwarding). Upto 6 players can now cooperate together. You can now sleep in beds on your vehicles.
This week is a huge rework of the multiplayer system, designed to extend the entire game into an easier to use multiplayer. These are very frequently requested features and have been much needed and we are really excited to hear your feedback :-)
Help us plan the weekly and major updates by letting us know your thoughts and ideas on the issue tracker, discord, and Steam discussions, and thank you to everyone in the community who have helped shape the game so far.
Much love <3
The Stormworks Developers
Patch Notes
v0.2.11
Feature - Replaced selectors with dropdown lists on settings menu where useful Fix - Fixed vehicle button mission triggers not working Fix - Fixed destroying missions in creative mode not working correctly Fix - Dropdown lists block UI elements underneath them
v0.2.12
PLEASE NOTE: This update has numerous changes that unfortunately make old saved games incompatible (old vehicles are unaffected)
Feature - Multiplayer system overhauled to use Steam P2P (you no longer need to port forward and can connect easily connect with anyone on your Steam friends list) Feature - Maximum player count in multiplayer increased to 6 Feature - Multiplayer now has career mode as well as creative (co-op, inventory and money is shared between all players) Feature - Multiplayer games can now be loaded/saved Feature - You can now sleep in beds placed on vehicles Feature - Bed component unlocked by default Feature - Added sleeping in multiplayer Feature - Added triggers to mission editor for lighting fires Feature - Mission fires can be set to be unlit when they spawn Feature - Rebalanced mission rewards (missions award blueprints and stock more consistently. Stock rewards are scaled more sensibly) Feature - Fire extinguishes when submerged underwater Feature - Added button to mission editor for replacing selected vehicle's file without having to remove Feature - Added more descriptive tooltips to mission editor component buttons
Fix - Fixed painting signs when flipped Fix - Fixed blue editor mesh for sign not rendering when flipped Fix - Undo/redo works correctly with additives Fix - Paint replace tool works correctly with additives Fix - Fixed purchase island signs sometimes reappearing on purchased islands Fix - Reduced pitch speed of medium oil rig crane Fix - Minor improvements to rendering of water in sealed compartments Fix - Fixed characters immediately un-crouching into blocks when exiting a vehicle seat Fix - Missions with the "fire equipment" requirement set will correctly wait until equipment has been unlocked before spawning Fix - Various changes and reworks of systems in multiplayer
If you are struggling to know what to build right now, fear not we have a list of 10 creations to spark your creativity or simply load into your game via the Steam Workshop.
‘Roc’ mkI Air Carrier Created By Krail It’s hard to argue that this Helicarrier isn’t the most impressive looking creation in the world of Stormworks: Build and Rescue to date. It’s visually amazing and surprisingly effective and simple to use. We recommend wholeheartedly to have this vehicle in your fleet. Although bringing a Helicarrier to deliver a package to the hospital may be a tad overkill.
MPAC-1 Bumblebee Created By Nagmus We personally love this vehicle. It gives off a serious retro futurism vibe, reminiscent of all those videos from the early 20th century of flying cars and monorails, it reminds us of a simpler time where we all dreamed of flying cars.
ISO Stacking Crane Created By Elijah1 The sheer scale of this creation has us in awe, it’s so large it has to be built and assembled in parts. Not only does it tower over most other creations, it’s also extremely practical for transporting heavy goods. Move containers on to the back of trucks with this colossus or just experiment by tossing your creations around as if they were prizes in a claw machine.
Chinook Created By BatDuck A really beautifully designed Chinook and possibly our favourite helicopter on the workshop. With tons of details, it even comes complete with it’s own cargo hook! We found this huge fun to pilot and certainly looks the part too.
Guardian One Created By Gagon / Dust The Guardian One is a Corvette class ship repurposed for search and rescue. This is a well designed ship complete with docking space for a dinghy in the rear. Not only that, but this ship looks stunning with its lights activated for all those night time missions; a sleek black menace that’s become one of the good guys.
Los Angeles Class Submarine Created By Temp.sgk Our list wouldn’t be complete without showing our favorite sub on the workshop: the Los Angeles class submarine is the successor to the Sturgeon class submarine. This replica certainly looks the part of the US Navy submarine, with it’s simple and effective colour scheme and complex interior. It even has a galley kitchen to keep you going for weeks undersea.
Dinghy Created By Edvin Not everything needs to be a goliath and make the Stormworks: Build and Rescue base look tiny in comparison. We love the simplicity of this little dinghy – it gets the job done and even has room for passengers. And the best part? It’s also able to compliment other craft as a lifeboat or back-up in case things go awry. You’ll learn to love this dinghy like a loyal pet.
UK RNLI Tyne Class Lifeboat Created By Nekolight Being based in the UK, just the colour scheme alone reminded us of school trips to learn about the RNLI (Royal National Lifeboat Institution) and learning about how they save lives. Be a true hero and rescue those in need, like the real-life counterparts of this vessel have done so many times.
Thunderbird 2 Created By Sovereign Speaking of old school memories, this next craft is a staple of many a generations’ childhood: Thunderbird 2 complete with Thunderbird 4 holding container. The minute Stormworks: Build and Rescue went live on the store, we instantly wondered how long it would take for someone to re-create Thunderbird 2 and we weren’t disappointed. Now all we need is Thunderbird 3. Someone get on it!
Waterski Created By CloudIAm So after a long day of saving lives and transporting packages, what better way to unwind than some water-skiing? Don’t worry, Stormworks: Build and Rescue has you covered with this crazy contraption. Who knows, maybe if your life as a search and rescue operator doesn’t quite pan out, maybe you can get a job offering tourists some water skiing lessons?
This week we have added signal flares, and a new lighthouse island, and missions to go with!
Flares can be placed in missions, lit and put out with mission triggers, and picked up and thrown in game.
There are far too many new features to list here, so please see the notes below.
We are continuing to work hard on multiplayer improvements and are looking at Steam P2P multiplayer support, as well as career in multiplayer. This is a big feature, and we cannot say when it will be ready, but we are working hard.
We hope you enjoy these new changes and look forward to hearing your feedback in the comments below :-)
Much love <3
The Stormworks Developers
Patch Notes
v0.2.10
Feature - Flares can now be added to missions in the mission editor (colour can be customised in properties window) Feature - Improved flare effects Feature - Mission rewards scale based on difficulty, number of completed objectives, complexity of objective (not yet balanced, feedback appreciated) Feature - Mission objectives can now have an optional time limit before they will fail Feature - Added 2 new trigger actions available for missions (pause objective timer, unpause objective timer) Feature - Mission objects can be set to spawn relative to the sea floor (for creating submersible missions) Feature - Missions can now depend on other missions within their playlist having been completed Feature - Added all possible dynamic objects as options when placing an object in the mission editor Feature - Dynamic objects now render their in-game mesh when viewed in the mission editor Feature - Added confirmation dialog when deleting a mission component in use by a mission/objective/trigger Feature - Mission/loot rewards now display on a single UI notification instead of having separate notifications Feature - Improved rendering in mission editor (lines/cubes are darker when underground to make it easier to tell if they are on or above the ground) Feature - Triggers for lighting and extinguishing flares (flare can be marked as initially unlit in the properties window) Feature - All text boxes now have cut/copy/paste/select all support for importing text from outside of the game (ctrl-x, ctrl-c, ctrl-v, ctrl-a respectively) Feature - Added new lighthouse island (new islands will only spawn in newly created worlds) Feature - Added oil refinery and lighthouse as location options for missions Feature - Added 2 new missions
Fix - Increased dropoff location size in tutorial mission Fix - Fixed flicker when crossing tile boundaries Fix - Fixed paintable signs not working correctly when placed on secondary bodies Fix - Fixed paintable signs not working when flipped Fix - Rebalanced omni lights Fix - Objective type dropdown list is now inactive when objective is minimised Fix - Fixed fire not being parented to vehicle in fishing boat fire mission