What a response to last week's update! We knew a lot of people had been voting for the new wedges on Discord, but we didn't expect last weeks update to be quite so popular! And we cannot believe what new shapes and forms you have created on the workshop, the new vehicle shapes that you are making are amazing! Stormworks has a whole new look.
A lot of you have asked for more wedges, and it was already something we were looking at, so this week we are adding new 4x1, 4x2 and 4x4 wedges and pyramids!
These new, much shallower slopes allow lots of new shapes and forms to be made, and compliment the 2 length wedges.
The physics is starting to get very thin on the narrow end of these 4-length wedges, so it is unlikely we will be able to add longer ones, and we recommend backing any narrow end of a wedge with other blocks so it isn't too thin.
We can't wait to see what you create with these new shapes! We will be on the workshop checking out your creations!
Happy holidays :-)
Much love <3
The Stormworks Developers
Patch Notes
v0.9.20
Feature - 4x1, 4x2 and 4x4 Wedges
Rework - Disabled some GPU queries that could give a performance boost for lower end graphics cards / integrated graphics
Fix - Sawyer Islands North Harbour Trainline issues Fix - Rare CTD when returning a vehicle to workbench Fix - Corrected Large Radio cost from 200 -> 2500
Different sized wedges and pyramid blocks are very popular in the polls we have run on discord. This week we are bringing the first part of new wedges and pyramids with different slopes!
These new basic blocks allow you to create much smoother forms and looks to your vehicles.
They are also much more efficient in physics where they produce simpler forms, when making curved shapes.
The new parts include 2x1x1 wedges, 2x1x1 pyramids, and 2x2x1 pyramids, allowing lots of new forms in your vehicle bodywork design.
We can't wait to see what you create with these new parts, we will be watching the workshop :-)
Please let us know what further blocks you would like to see!
Last week we suggested we might make minor updates less frequent and asked for your feedback. There was a good mix of responses, so we are going to trial minor updates being every 2 weeks, starting in the new year, and see how it goes. In the intermediate weeks, we are still going to post an update focused on communication, talking about upcoming features and major updates. This will allow us to talk about updates further ahead and get your feedback. This is a temporary trial and we will be looking for your feedback on how we should best schedule updates.
Much love <3
The Stormworks Developers
Patch Notes
v0.9.18
Rework - Classic colour palette now also uses white text for dark logic types
Fix - Winter mode incorrectly applying cold debuff outside of the arctic Fix - CTD when placing decorative tyres going on testing now to double check its all in place
v0.9.19
Feature - 2x1 and 2x2 Wedges
Fix - Updates for Arctic Mining, Fishing Community, Long Distance and Research Center mission playlists Fix - Numerous issues with painting including: Symmetric Painting, Symmetric Plane Fill, Plane Fill Undo and some other smaller issues
This week with the minor update, are are adding new data and fluid cables!
Just like last weeks ropes update, when creating ropes between these new anchor points, the appropriate type of cable is created - either structural (regular rope from last week), fluid hose, or data / electric / video / audio.
This means you can now connect your fluid and robotic systems up across ropes.
We added this from your feedback where players needed more than structural links when connecting objects together, often needing to extend electrical, mechanical, and fluid storage systems to achieve the functionality that they want.
We hope you enjoy these new components.
We are currently working hard towards the next major update and hope to start announcing what to expect soon.
We are also discussing the update schedule. We have been doing weekly updates for almost 2 years now, and we love releasing updates and getting your feedback on these updates. However, one concern is that a potentially game changing update every week is too much for most players to keep up with, and can be too much to absorb. It can also mean vehicles should be updated regularly to absorb the new components or balance changes.
We are considering that players may prefer less frequent minor updates, with bigger major updates, and more communication about upcoming changes ahead on time. What do you think? Stay with weekly updates? Focus more on the major updates with minor updates every 2 or 3 weeks? Would you prefer to hear about the next major update further in advance? Please let us know in the discussion!
Much love <3
The Stormworks Developers
Patch Notes
v0.9.17
Feature - Electrical Cable Anchors and Fluid Hose Anchors
These new rope logic blocks only allow one link, but can transfer Data/Electric/Fluid over the link.
Rework - Changed rope logic node colour to black Rework - Accessibility palettes now use high contrast font colours for logic types Rework - Several small aesthetic changes for rope logic in the vehicle editor Rework - Reduced number of vertices on logic links (tiny performance boost in editor)
Fix - Moved Rope Anchor to the Specialised category (from Blocks)
v0.9.16
Fix - Rope Anchor mirroring issues Fix - Vehicle freeze with very short ropes
This week we are adding a new rope system to vehicle editing! You can now place ropes on your vehicles, the same way you place logic links. This will create a physically simulated rope between the anchor points.
These ropes are really useful for rigging on ships, mechanical links on cranes, towing objects, and other physical or cosmetic functions.
We look forward to getting your thoughts and feedback on the new ropes, and we can't wait to see what you make!
We are open to more rope features, so please let us know your ideas using the feature request buttons in game.
Much love <3
The Stormworks Developers
Patch Notes
v0.9.15
Feature - Rope Anchor Block
Using the new Rope logic type, you can link two or more Rope Anchors to create lengths of rope between them.
v0.9.14
Rework - New default mission thumbnail Fix - CTD when uploading thumbnails that are not 512x512 Fix - Added a warning that prevents non 512x512 images from being uploaded Fix- Incorrect scaling of mission default thumbnail Fix - Uploaded but unsubscribed missions not showing up correctly in update workshop item view Fix - Custom thumbnails allowing uploading of certain non PNG types to the workshop
This week we are adding the ability to add a custom thumbnail to your workshop uploads!
Players have been using exploits to attach custom thumbnails for some time now, so we wanted to level the playing field and officially support player created thumbnail images.
You can place 512x512 png images in your Stormworks custom thumbnails user data folder and these thumbnails will be accessible from the upload-to-workshop screen. These folders can be found at:
The images will be uploaded with standardised overlays to show the workshop asset type, so players can easily tell where the workshop item will appear in game.
We hope you enjoy the new minor update and we can't wait to see your new Workshop thumbnails!
Much love <3
The Stormworks Developers
Patch Notes
v0.9.12-13
Feature - Custom Thumbnail Support when uploading to workshop Thumbnails for the workshop now also have a new overlay
Fix - The change to fluid connectors transferring electric has been reverted Fix - All issues with Grippers and their magic tracks have been resolved Fix - Monitors now render shadows according to graphics settings Fix - Certain connectors logic breaking when damaged Fix - Environment mods are no longer tagged as Missions for the workshop unless they actually contain missions Fix - Improved diesel selling at Fishing village Fix - Moved fuel storage at Starter base
This week we are very excited to announce.... environment mods!!!
You can now add player made buildings and vehicles to Stormworks using the new environment system. The environment mods are similar to missions, except they spawn automatically when you start a new game and are persistent.
This means you can create your own buildings, bases, harbours, cranes, and other utility as well as spawn vehicles by default when you start a game.
As a reminder, make sure to check which you have active before starting a game as they cannot be removed once the game is started.
These environment mods can be uploaded to the workshop like other player creations. Subscribing to items automatically adds them to the list of environment mods that will spawn when you start the game.
You can also turn off some of the base game structures such as fuel stores and cranes and replace them with your own creations or ones from the workshop.
We hope you enjoy customising your game and creating your own mods and we look forward to seeing what you create!
We are discussing Stormworks tomorrow on WIIT student radio 88.9FM Chicago, tune in to get some clues on future development and the next major update.
We are also considering replacing normal mode with some new creative mode tools to compliment advanced mode including the ability to disable fuel and electricity consumption, disable engine overheating, etc. This is in response to very few players playing with normal mode and the obvious benefits of focusing development on a single game mode. Please let us know your thoughts!
Much love <3
The Stormworks Developers
Patch Notes
v0.9.11
Feature - Environment Mods Environment mods spawn on world creation, and do not de-spawn. Players can create environment mods through the mission editor.
Default static vehicles have been removed from tiles and have been replaced by a handful of preset Environment Mod playlists listed in the playlist selector of the new game screen. (Fuel tanks, Fluid Gantries, Cranes, Elevators).
Rework - Default Fuel Tanks and Fluid Gantries have received some touch-ups Rework - Some non-essential Cranes have been removed Rework - Multiplayer optimisations; moved several calculations to the server side Rework - Toggle All button in playlist selector now only toggles the active tab
Balance - Reduced fire damage radius from 1.5 to 1.0
Fix - White screen when loading into a game Fix - Removed old deprecated tutorial playlist Fix - Fluid connectors now transfer electric Fix - Winch making noise and using charge when fully spooled / unspooled Fix - Unpowered magnet connectors will no longer connect
Fix - Some users experienced a lack of mission spawning with older saves after the last update, although this can be fixed by updating the xml, we have added code that should resolve this issue.
This week we have added the ability to play Stormworks with custom missions. You can now select playlists to be included when you start a new game, and missions will be randomly spawned from these playlists.
This means you can now play career using missions downloaded from the workshop.
This is the first part of a few updates we have planned that centre around the missions system and career mode.
All playlists are active by default so be sure to select only the playlists you want when you start a new game. You probably want to deselect any vehicle spawner playlists, as you can still spawn these manually from the creative missions menu.
Please let us know your thoughts and feedback!
Much love <3
The Stormworks Developers
Patch Notes
v0.9.9-10
Feature - Playlist Selector In the new game screen, you can now enable and disable playlists, including custom mission playlists. These playlists will now spawn in both career and creative. All playlists are enabled by default, so make sure to check if you are subscribed to many workshop items!
Fix - Wheels flipping vehicles at speed when placed too close together
This week we have completely re-worked how vehicles are replicated over multiplayer, meaning vehicles now spawn in at long range rather than the very short range they used to load in at. This means you can see your friends vehicles from many kilometres away on the horizon.
This is another change we have wanted to make to improve multiplayer for a while, and makes the experience much more consistent between server and client.
Vehicle cameras should also be much improved on unmanned drones, where the vehicles would have previously been unloaded on clients when they went out of range.
We are continuing on with some really exciting new features for the game, and have really great plans for the coming minor updates and the next major updates.
Much love <3
The Stormworks Developers
Patch Notes
v0.9.7
Fix - Removed damage from advanced wheel tire mesh Fix - Wheel physics raycast causing flipping and sliding
v0.9.8
Feature - Streamlined multiplayer dynamic object sync Vehicles and other entities are now visible at long range The server will experience less slowdowns caused by clients loading vehicles
Fix - Lua Editor multiline selection Fix - Rotor Blades physics rotating the wrong way Fix - Rotor Blades never destroying fully Fix - Removed dev tree debug rendering from F2 toggles Fix - Buoyancy volumes causing bouncing at low LOD (weird submarine physics) Fix - Multiplayer clients now wait for tile physics to load fully Fix - Several backend audio errors Fix - Large Generator hole in mesh
This week we have added new user interface color palettes to the game to improve accessibility for the various types of color blindness.
Now the mainland is released, we are hoping you are enjoying the new forest fires, new things to do, and new locations to go. We are excited about the new possibilities the last major update opens up with the game and are considering focusing some minor updates on missions and career.
If you have ideas but have not yet shared your career based ideas with us, please do so using the feature request button in game. We are still planning where to do and how far to push these features. Do you just want more missions, or are you interested in rethinking missions and career altogether?
We look forward to hearing from you :-)
Much love <3
The Stormworks Developers
Patch Notes
v0.9.3
Balance - Engine damage and overheating reduced slightly
v0.9.4-5
Fix - Static vehicles spawning multiple times at certain places Fix - Advanced wheels / Tank tracks vibrating Fix - Twilight zoning should now happen less often Fix - Game using developer colours for logic nodes Fix - Various tile and mission fixes, including trees Fix - Mission markers always disappearing when removing missions Fix - CTD when survivors were attempting to follow themselves (After pressing both interact keys simultaneously)
v0.9.6
Feature - Colourblind Colour Palette options
Rework - Wheels and Tracks now have a grip slider for better vehicle tuning (Vehicles will slide when it is too low and shake when it is too high) Rework - Added a very short cooldown on interaction with certain transient objects (eg. Loot Crates / Survivors)
Fix - Characters not following Fix - Mesh Export functionality in the vehicle editor Fix - Large Jet Intake capping entire jet engine RPS at 6 Fix - CTD on double interaction with certain transient objects (eg. Loot Crates / Survivors) Fix - Small Fan blade length being incorrect thus outputting a ridiculous amount of force Fix - Large and Small fans no longer have mass of 1 Fix - Distance sensor and Laser beacon no longer work when damaged Fix - Memory leak from ocean Fix - Advanced wheels colliding incorrectly with physics at high speed Fix - Ocean rendering issues in start menu Fix - Flashlight updating in Photo Mode Fix - Tiles and Trees unloading when rendered by a Camera Fix - Always rendering monitors Fix - Misaligned additive rendering on Halloween costumes Fix - Audio not updating correctly when viewing the map in third-person Fix - Indicator additive rendering when damaged Fix - Lens flares not appearing correctly Fix - Flickering spotlights Fix - Several small Mega-Island mesh and tile updates Fix - CTD on Redo of Deprecated components
Get ready to explore the new 200 sq km mainland with improved view distance and battle fierce wildfires!
The Sawyer Isles
The mainland is 200 sq km, separated by rivers, mountains, and sea, composing a colossal new playground to explore. Find small towns and villages, airfields, industrial sites, train yards, bridges, docks, lighthouses, and more. New locations have been named to honour some players, youtubers, and other respected persons, with the Isles being named after legendary Scottish game programmer Chris Sawyer, creator of Transport Tycoon and others.
Wildfires
Hundreds of thousands of trees now grow over most islands, including snow covered trees in the arctic. These trees will set on fire, and that fire will spread over hours, quickly becoming difficult to fight, a threat to the location and it's inhabitants, and causing permanent damage to the environment.
View Distance
The max view distance has been increased from 4km to 20km which is a huge deal when playing the game, especially when out at sea or in the air. Your ability to navigate is greatly enhanced. This can be controlled from the graphics settings.
If you are having trouble getting the update, don't forget to restart Steam!
This update has been at least 6 months in the making and we are really excited to be finally sharing it with you.
Rework - Speakers signal strength influence Rework - Increased raycast origin height of Phalanx Radar Rework - Increased engine overheat rate Balance - Increased cost of medium winch
Fix - Flickering Tiles Fix - Return to workbench failing to capture the vehicle Fix - Fluid valves now use their electric Fix - Music volume slider interfering with Voice volume Fix - Audio FX now generate correctly Fix - Vehicle cameras not using graphics quality settings Fix - Editbox and Lua Editor text highlighting Fix - Several old mission fixes: Brilliant Fuels Oil, Research Center, Skye Power Company, Fishing Community, Arctic Search and Rescue