In this upcoming announcement, we discuss the mechanics of nuclear reactors in the next major update!
Nuclear reactors in Stormworks are designed to be a power source with very long fuel life and high energy output, but also very heavy and large. They are modular so that players can design them to the size and specification that they need, and manage their internal mechanics, from the simplest reactor to the most advanced refuelable reactors with safety features.
Safety features are important. As with real nuclear energy, the risk of melt down or radiation leak is a huge downside with significant consequences. We are adding the concept of radiation to Stormworks, where radiation can be contained within compartments, or otherwise leaked into the environment. Radiation is harmful, and will persist for a long period of time. It is essential to handle nuclear materials carefully and dispose of waste responsibly.
Nuclear reactors are created from just 3 new parts: fuel rods, fuel assemblies, and control rods.
Fuel rods are the nuclear fuel that slowly reacts and depletes, generating heat and radiation. They are radioactive. When submerged in fluid, they will pass their heat to and also irradiate that fluid.
Fuel assemblies are a sort of connector for fuel rods. Like real nuclear reactors, rods are arranged in arrays of several rods in order to achieve the critical mass required for the reaction to build up. Fuel assemblies placed next to each other allow the fuel rods within the assembly to interact with each other.
Control rods are placed adjacent to fuel assemblies to absorb reactivity and reduce the energy. They can be used to control the heat output of the reactor.
As with other reactors, this heat can be used to heat water to generate steam, to power steam turbines. We will talk more about steam power soon!
We look forward to hearing your thoughts on nuclear reactors and the upcoming major update.
In response to player feedback, we are also trailing some optimization improvements to Stormworks over on the experimental branch. If this is of interest to you, check out the experimental branch and read the experimental changelog on Discord. Be sure to check back next week, as we are trying further optimizations and we are excited to share any progress with you!
The week we are adding new screens! The new screen sizes are:
1x2
1x3
2x3
3x3
This new update is in direct response to community requests, and was discussed in the most recent Q&A video.
These new screens function just like the original ones! They have the same pixel density, and work in the same way. They are in addition to the original screens rather than replacing them. This set of parts allows for players to fill their cockpits, bridges and vehicles with the correct screen size to meet their needs.
We continue hard at work with the upcoming major updates, minor updates, fixes and improvements. We are largely on-top of the upcoming major updates and are finding more time for fixes and improvements. Expect some quality and fix updates coming soon. If you have specific feedback on exactly what issues you want to be fixed, please let us know on the bug tracker, along with clear steps to reproduce the problem.
We also have new components, new features and new systems planned as part of upcoming minor updates, and we have plenty more details to announce with regard to steam and nuclear.
As always, we look forward to any thoughts and feedback you have for us!
Much love <3,
The Stormworks Developers
Patch Notes
v1.1.20-22
Feature - New Monitor Sizes: 1x2, 1x3, 2x3, 3x3 Rework - Ai aircraft vehicle updates Rework - Fluids now spawn at ambient temperature of spawn location Fix - Modular engine manifold temperature not saving Fix - setBattery always setting to 100% (Now uses 0-1 range) Fix - Equipment bar reappearing when clicking an empty item slot Fix - Radiator fans spinning while paused Fix - Added classic career research tiers for modular engines Fix - Node names and descriptions for fluid radiator and air scoop Fix - Removed broken scoop intake 1x2
This week we are announcing part of the upcoming steam engines update - coal power!
Coal is a new resource in Stormworks. It takes the form of small physical particles, that can be poured through funnels, troughs, and stored in hoppers. This new resource can also be burnt in furnaces to heat up water.
Coal hoppers can be linked together by connecting their mating surfaces, merging them into larger hoppers. Some hoppers have open tops that coal can fall into, while others are closed containers.
A coal funnel allows you to pour coal from the hopper, releasing lumps of coal as individual, physically simulated particles.
Furnaces take coal and combust it along with air, produce exhaust, and heat fluid up.
This is obviously a useful component of steam engines, and we will let you know more about these new systems soon.
This week, we are also releasing a bug fix update with several much needed fixes and improvements. See the patch notes below for a full list of changes.
We look forward to hearing about what you think of coal, and the ways in which it could impact gameplay in Stormworks! Should we expand the logistics side of the game with coal transportation?
We look forward to hearing your thoughts and feedback!
We are really excited for some upcoming minor updates, which include features and components requested by the community. More info due soon!
Much love <3,
The Stormworks Developers
Patch Notes
v1.1.19
Rework - Removed gearbox torque damage Rework - Gearbox ratios 1 & 2 are now named On & Off Rework - Increased min and max range for missions to reduce clutter Fix - Corrected gearbox descriptions Fix - Added new sensors to the research tree Fix - setFire function causing instant explosions Fix - Buoyancy damping on small bodies Fix - Small rocket parts missing buoyancy surfaces Fix - Fluid rate tooltip showing 10 times less than the value Fix - Radar/Sonar small tracking issue Fix - Sonar not correctly tracking submerged targets Fix - Mirrored rendering and constraints for pressure sensor Reverted fix for emissive lights underwater as it caused other render issues
This week we add 2 new parts - the impact sensor and the contact sensor!
The impact sensor is simple - it measures acceleration, and if that acceleration is above the threshold you set - it outputs an ON signal.
The contact sensor is much more complex! This is a physics based push button that detects when it is depressed. The square pad on this button can be pushed in by any physics object, and you can set the spring stiffness yourself in the settings, to adjust the force required to activate.
Applications for the contact sensor includes limit switches for your robotic systems, sensing your environment, or triggering actions on contact such as warning buzzers or... detonating naval mines!
While these components were developed as part of the weapons update, we thought their use is quite broad, and all players will find useful applications outside of weapons systems.
As always, some minor fixes and improvements are included. Please see the patch notes below.
We continue to work on the new major and minor updates! Thank you to all who have provided feedback and ideas for new updates - we have plenty on the way and some new exciting parts and systems.
We are also very interested in fixing any issues or bugs with the game - if you want anything fixed - please use the "report a bug" button in game, and give a specific, clear description and exact steps to reproduce! If we can reproduce the bug, there is a good chance we can fix it. Please be patient with the existing support site which is a bit slow - we are working on a new issue tracking website!
Much love <3,
The Stormworks Developers
Patch Notes
v1.1.18
Feature - Impact sensor - triggers ON signal when acceleration exceeds the value set in properties Feature - Contact sensor - a physics based push button with adjustable stiffness Rework - Solid rocket nozzle parts now contain 25% fuel of a fuel part to discourage multi-nozzle rockets Fix - Empty add-on folders no longer show in the Add-on menu Fix - Emissive surfaces now render correctly underwater Fix - Resolved occasional crash after using select tool on the flare launcher
Thanks to all who submitted questions for the Q&A video! Sorry we couldn't answer all of the several hundred questions submitted, but this video feature is now a regular item and we will be sure to bring you more Q&A sessions in the future!
For us, the Q&A was very useful! We are considering minor updates for 1x2 and 2x3 monitors, physics detail settings, and many other ideas! It's also a great way for us to engage directly with the community which we are really enjoying.
In the Q&A, I hint at the major update schedule. It isn't good for us to give dates until we have finished the work and can be sure of a release date, but our intended schedule is to release a major update every 8-12 weeks, with minor updates every 2 weeks.
This year you can expect major updates involving nuclear power, coal and steam power, natural disasters, and of course the weapons DLC. We also want to find more time for quality improvements and bug-fix updates. We can't say which order these updates will come, but we will let you know release dates as soon as we know them!
This week is an announcement week, but we are also releasing a bugfix update which we have been testing ourselves and with the help of the experimental group.
This patch incorporates a bunch of fixes, including more performance improvements for AI aircraft. See below for the full change log.
We are hard at work developing the upcoming major updates, as well as minor updates, bug fixes and general improvements.
While developing the major updates, we have been adding some components which are generally useful in all Stormworks vehicle builds, and not specific to the nuclear, steam, or weapons features that we are working on. Expect new components arriving as minor updates in the coming weeks and months that are very useful in general use in Stormworks, but have an obvious weapons DLC application!
As always, we look forward to all your thoughts and feedback!
Much love <3,
The Stormworks Developers
Patch Notes
v1.1.14-17
Rework - Vehicle bodies that don't generate buoyancy data properly will have drag applied Fix - Improved performance of AI aircraft add-on Fix - Stopped ai_debug command from causing issue in multiplayer Fix - Can now deliver survivors to the hospital correctly
This week we release the AI planes minor update! This new update brings new aircraft that roam the sky in Stormworks. To access this new content, simply select the "AI Aircraft" add-on when starting a new game!
AI characters now pilot several different planes, and will fly their own missions across a 14,000 sq km area. This update brings further life to the world of Stormworks, which is a frequently requested topic of improvement.
This update has been tested on experimental with the help of many players! Thanks to all who gave feedback on this feature.
In todays release, beyond what you may have seen on experimental, we have updated the fleet of plane types that you may find in the sky, as well as made updates to the script logic, particularly to improve issues that players reported with regard to the previous AI helicopters minor update. A limited number of players experienced slow downs and crowding of AI helicopters, and these issues should now be resolved.
We are considering further improvements to the AI systems, so please let us know if you would like to see more AI based minor updates, and what you specifically think we should add next!
We have also been making general fixes and improvements. Please see the patch notes below for the full list of changes.
We continue to work on more improvements and fixes, as well as the upcoming major updates discussed last week. We can't wait to share more, and will aim to share more info in the coming weeks!
Much love <3,
The Stormworks Developers
Patch Notes
v1.1.13
Feature - AI planes - New AI and vehicle type to allow planes to roam the world of Stormworks. Addition of planes for a total of 21 plane and helicopter types. Rework - Minor improvements to LUA help page formatting Fix - Avoid helicopters grouping up at helipads Fix - Avoid helicopters and aircraft getting stuck on specific tasks Fix - Corrected move speed of aircraft when not in load range Fix - Reordered multiplayer data so most important vehicle information is sent first Fix - Fixed crash caused when vehicles occasionally fail to load Fix - Rotors now repair correctly when destroyed Fix - No longer reset AI state after loading scripts
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 <3,
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
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 <3,
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
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 <3,
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
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 <3,
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.