We recorded the Questions and Answers video! It's 50 minutes of answering player submitted questions. With over 980 questions submitted, we couldn't answer them all. However, many questions were duplicated so we answered a good portion.
Thank you to everyone who submitted questions, and to MrNJersey for hosting!
In this weeks upcoming announcement, we will discuss the general development and release plans.
We continue to work on a bunch of minor updates that we are excited about, including the missions content updates that we discussed recently, some quality assurance updates, new components, features, fixes and minor improvements.
We are also working on weapons DLC, and the natural disasters major update, as well as another frequently requested major update that is rumoured to involve a new biome! (Watch the Q&A video above for hints!).
We are also looking at a new crash reporting tool (did you know that Steam crash reports only work with 32 bit?) and the new issue tracker (apologies that it is so far behind schedule).
So, we are working on a lot, with many changes in progress, and many near completion. Our plan is to continue to close these updates out and release as minor and major updates on the usual schedule.
This has also given us chance to reflect on the update schedule for Stormworks, and the question of how minor updates fit in. We are genuinely unsure if we should continue to release minor updates every 2 weeks, or build these changes into the major updates which could become bigger, more significant mega-updates every 3 to 4 months (but with regular bug fix updates).
The benefit of changing schedule would be to be able to test minor updates more thoroughly as they become part of the bigger releases, and make major updates bigger, more exciting events.
What do you think? We are very open to player feedback and no decision is made yet.
This week, we are adding a new connector type - the hardpoint connector!
In preparation for the weapons DLC, we are adding this new connector type to help players prepare for weapons and start the discussion around weapons standardization.
The new connector has a primary part - the grabber that would be placed on the vehicle, and the insert that would be placed on the droppable part. The two halves of this new connector have a leader-follower relationship - the vehicle is very much in control of the droppable object.
Once connected, a vehicle can choose to either "launch" or simply "release" the droppable. Launching will arm the droppable and trigger it's "launched" on/off node, to simplify the logic required in arming droppables and deployables.
There is also composite and video pass through, so you can communicate, or more specifically, program the targeting data of the droppable.
The insert connector has a property setting for declaring the type of droppable object it is. The intention is that your vehicle knows the mode of operation that your droppable item requires so it can automatically display the correct HUD or send the right kind of data to program the droppable.
Of course, these new connector parts can be used in any way you like, and are bi-directional fixed connectors which will have many new and valuable uses, as well as the usual cosmetic applications!
We can't wait to hear what you think and what players thoughts are on if and how use of this part could be standardized to promote interchangeable droppable items!
Much love <3,
The Stormworks Developers
Patch Notes
v1.2.12
Feature - Hardpoint Connector The hardpoint connector allows you to attach different types or ordinance to your vehicle, and outputs a behaviour type so that the parent vehicle can dictate the logic of activating the child.
Fix - Added a 5 min cooldown for mission spawning when no valid locations detected (Lag with sawyer island career) Fix - Crash when accessing an invalid playlist_index
Lua API Updates: Removed script halting lua error exceptions when a function fails
getCharacterData() now returns its values in a table on success, and nil on failure {["hp"] = hp, ["incapacitated"] = is_incapacitated, ["dead"] = is_dead, ["interactible"] = is_interactable, ["ai"] = is_ai} = server.getCharacterData(object_id)
is_in_zone, is_success = server.isInZone(m, name) now returns is_success when the zone is found is_lit, is_success = server.getFireData(object_id)now returns is_success when the fire is found
Submit your questions over the next few days, and we will do our best to answer as many as possible in the upcoming developer Q&A video.
Please submit just one, short question by clicking here! Thank you everyone who has submitted questions! The form is now closed.
These sessions have been very useful in the last, with the 1, 2, 3, 4 previous sessions covering many players questions. Many questions have prompted new updates, changes, and improvements, and we really enjoy the transparency and communicating our plans.
These sessions are really useful for us - your questions give vital insight into the priorities of our most engaged players, and helps us stay in touch with how you are playing and what you are expecting.
We are not planning on running a poll soon, mainly because we are still implementing the major updates you asked for in the last poll, of which there are 2 or 3 in development and yet to release. Rest assured, polls will return once we are able to react to them!
We have really exciting minor and major update plans, and much is still deep in development, so please let us know your questions and we look forward to answering them soon!
It is windows time! This week we are adding a set of 22 new window pieces to greatly expand the currently available set. These include many frequently requested and often xml modded parts, and will make building your vehicles and your cockpits much easier, with better results!
This update is in response to the many players requests asking for it - so a huge thank you to all the players who asked for these on the issue tracker and reminded us in the Q&A sessions! You have been asking for more windows for many, many updates, and they are finally here. I think the last window update was 18 months ago - it is about time!
We have also continued to work on improvements, and this week we have fixed several multiplayer issues. These fixes include waves and other game systems sometimes going out of sync, and some situations where physics might enter a broken state (a bug we internally named as the twilight zone), and many others!
We have also improved the bandwidth usage in servers, with games requiring only a fraction of the amount of bandwidth previously required in our tests. We hope this resolves many players multiplayer issues where the cause of their MP issues was not clear / contextual, and presumably playing multiplayer with limited bandwidth. This is also a big help to servers that now require less bandwidth to host many players.
We have also improved the network sync system so that games are smoother, particularly during bad network conditions where games would have otherwise have stuttered.
Please keep in mind, if your PC, (or the PC of the person hosting the game), does not meet the minimum requirements from the store page, then the "game experience may vary". Your and the servers internet connection are also important - you do need a basic broadband connection and about 12 kB/sec up and 24 kB/sec down to join a game, (and 24 / 12 per client to host), but if your internet connection is low quality, such as mobile internet with poor signal, or a family member hogging the connection, you are going to have a bad time and this isn't something that we can fix on our end.
Overall, these multiplayer improvements are very significant and we hope this improves the multiplayer experience for many players. We are continuing to look at multiplayer issues, so if you are still experiencing issues, let us know exactly how to reproduce your issue and we will take a look!
We look forward to hearing your thoughts and feedback on this new update!
Greatly reduced bandwith usage. Greatly reduced stop-start freezing when playing with poor network conditions.
Rework - Additional params for setCharacterItem allowing for data to be set up on the items. Rework - Component prices overhaul for a better balance in career Rework - SpawnAddonComponent no longer auto adjusts to the location's tile position when using a custom spawn position. (See default_mission_locations script for the intended alternate method of spawning) Rework - getTileTransform now has an optional search radius parameter Rework - Default Cargo script optimizations Rework - Updated millitary base fast travel spawn point Rework - Missions spawned with mstart no longer use a minimum range Rework - getVehiclePos voxel_pos positions have been fixed and are now optional, returning the vehicle physics center if they are not passed Rework - Custom preset when hosting a server defaults to MP island
Fix - Random generation potentially desyncing between clients Fix - SpawnAddonComponent overriding custom rotation Fix - Standardized use of RPS label for power logic nodes Fix - Grippers now have 0.5 blocks leeway on their track (1 block length tracks always disconnecting) Fix - getCharacterVehicle not functioning correctly Fix - onPlayerLeave should now fire for all disconnect events Fix - Added patch to default_mission_locations script to resolve errors in old saves Fix - Game not returning to the menu state when disconnected from a server Fix - Added protection for players entering the same seat Fix - Client side wheels causing vehicles to shake in some situations
Added a warning when attempting to save when there is not enough disk space. Added "Basic" tag to various basic components.
This week we discuss some of the upcoming fixes and updates that we are working on in Stormworks!
At the moment we have a lot of new stuff in progress, from fixes, reworks, minor updates and major updates. Some of these new changes are going live today in a hotfix, others in coming weeks or months.
Fixes, Minor Updates, Major Updates
As always we are working on bug fixes and minor improvements. These smaller changes or quality improvements are often released quickly after we have made and tested them, so players can benefit from an improved experience as soon as possible. At the moment, we are particularly looking at multiplayer improvements, and investigating the associated bugs and crashes. Often these bug fixes take between an hour to a day to address, while others require days of work to resolve, and is a major allocation of development time.
Minor updates in progress involve the career updates we recently announced, including the hospital ship, refueler, mission types and mission content. Other minor updates include new windows, and other new blocks to expand the types of component and functionality you can build into your Stormworks creations. Minor updates typically take a few days to come together, and usually if a feature is bigger than this, it becomes part of a major update.
Major updates include the weapons DLC, natural disasters, and other unannounced (but rumoured!) major updates. While these updates are months of work, they happen in the background at a steady rate and their various components come together over time. We are often working on multiple major updates at the same time, and while these updates release every 2 to 3 months, they have often been in development for up to a year.
Carrier Command 2
Many players have been asking for updates on CC2. Today we are adding multiplayer support to the already live Carrier Command 2 demo as the game is participating in the Steam Next Festival. For those who are interested, go check out the multiplayer and let us know what you think with the in-game feedback button :-)
We are looking forward to releasing all this discussed Stormworks content! We hope todays hotfix brings some improvements, and look forward to the minor and major updates over the rest of the year and beyond.
Much love <3,
The Stormworks Developers
Patch Notes
v1.2.4 Hotfix
Rework - Increased HTTP request max characters from 512 -> 4096 Rework - ?mstart with no parameters now spawns a random mission Fix - Prevent softlock during mstart when a specified mission has no available locations Fix - Fixed multiplayer issues caused by vehicle loading
v1.2.3 (Extended Patchnotes)
Rework - Modified processing of Addon script HTTP requests Fix - Stretched rope rendering coming away from the anchor Fix - Addon zone dynamic loading for Env Mod locations Fix - server.isInZone now works correctly for rotated zones
This week, we are adding new building fire missions, and various quality improvements to the missions system!
The new building fire missions can occur across the world of Stormworks in places where there are buildings or structures. They are similar in some ways to some of the vehicle emergency missions where vehicles can set on fire. The building fires are typically larger and can develop and spread over time. There are survivors and casualties to rescue, and reward will also be given to extinguishing fire.
A great many improvements have also been made to the missions. These changes touch many different parts of the system and are a mixture of bug fixes and needed improvements, and are mostly thanks to the many kind players who have reported these issues. Please see the full change log for details on exactly what is fixed.
This is the first stage of our improvements to missions that we discussed in last weeks announcement. We are really excited to revisit the missions systems and career, and bring some much needed improvements to this part of the game.
Much love <3,
The Stormworks Developers
Patch Notes
v1.2.3
Feature - Mission QOL and Frameworking Feature - Building fire missions Feature - Improved responsiveness of inventory searchbox Feature - Improved fluid system to be more stable
Summary of mission qol changes: Huge world load time optimization Difficulty is now tied to no_clip instead of custom_menu so custom career players get correctly scaling missions ?mstart now has mission type and difficulty parameters Clean up missions with ?mclean Survivors can now spawn with strobes which activate when in the water, Missions that are loaded no longer despawn to prevent expiry mid-mission, Fixed several framework issues including misison objects not randomizing for each mission spawn Mission survivors/fires now scale with difficulty Characters and objects now display their names in game Rewards for delivering survivors now scales with their health Better flavor text for missions expiring Rescaled mission spawn rate to be ~hourly Fix missions not spawning in the first few days of career Missions vehicle size now sacles with difficulty Transport missions passengers also become NPCs on delivery Transponder mission radius balancing Bleeding survivors no longer stop bleeding if fully healed but no longer start at low health. Not all survivors now bleed.
Balance - Increased SRB thrust by ~4x Balance - Buffed steam turbine generation Rework - Added new inventory category for windows Fix - Lua documentation for getTileTransform Fix - Additive rendering for the firebox Fix - Firebox consuming an extra coal than expected Fix - Firebox tending to go out occasionally Fix - Radiation detector now tracks and tests its compartment Fix - Ocean missions always spawning at tile center Fix - Coal funnel not reserving voxels for spawn coal physics
If you are not already aware, there is currently a free playtest on Carrier Command 2 (another game which we are involved in developing). If interested, simply click "Request Access" on the CC2 store page!
In this announcement, we are announcing a series of improvements to the missions in Stormworks! Many of you have given great feedback on how you would like to see missions and career being improved, and we have been hard at work implementing these changes. Career continues to be an area that we are very interested in improving, and these will be some much needed upcoming changes.
Add-on Script Quality and Performance
We are adding new simple type-in commands to spawn specific missions, clean up existing missions, and other frequently requested functions. We are greatly improving the load times of the official add-ons, so games will load faster. Missions will scale in custom mode when noclip is disabled rather than when creative menu is disabled, to make it easier for players to play career with custom settings such as third person. Survivors will sometimes spawn with strobe man-overboard-beacons to make locating them at night easier. Existing missions will no longer despawn mid mission when they time out. We will be improving some of the difficulty scaling, particularly with certain mission types. Rewards for delivering survivors will scale based on their health.
Building Fires
We are working on adding a new mission type - building fires! These will be missions where there is a fire on a structure and survivors are at risk. It will be similar to crashed vehicle missions, except that the survivors are most likely within the structure and more at threat. This type of mission will be able to spawn at many locations across the game world, with many buildings rigged to set on fire.
Support Vehicles
We are working on new special AI vehicles - an aerial refueler that patrols the skies, and if you can intercept it, you can take fuel. There will also be a new hospital ship that acts as a moving hospital location where you can deliver casualties as part of the normal missions system. There is a helipad and rope connector points. This ship will be constantly moving, so be prepared to transfer casualties while underway.
New Mission Types
We are also looking at a variety of new mission types. We are considering buoy array operations where you install, remove and repair an array of ocean research buoys, underwater operations were you salvage sunken items such as lost anchors, missing persons where you are searching for an individual reported missing in a large area, man-overboard emergencies where vessels have reported a person overboard, delivering fuel, retrieving animals or objects, nuclear emergencies, and more. This is an evolving list and as always is subject to change. This also means we are looking for more feedback and suggestions, so if you have ideas for new mission types, please let us know!
These new missions updates will arrive over the next few months as some of the minor updates we have planned, along with the usual fixes and improvements that we are also working on. There will also be other minor updates such as new components and other stuff!
We are also working on the major updates discussed in a previous post! We will share more on these soon.
The coal, nuclear and steam major update is out now!
The new coal system includes the new coal resource, coal handing with physical particles, hoppers, ducts, and funnels. Coal can be burnt in the new furnaces to heat water.
The new nuclear system includes fuel rods, fuel assemblies, and control rods. You can make your own reactors by arranging these new components in an enclosed space and filling with water (coolant). You can insert and remove fuel rods to renew your nuclear fuel and control the rate of reaction with control rods. You decide the size and design of your nuclear reactor, but consider the mechanics of disposal of spent fuel and maintenance!
The new steam system allows you to turn water into steam (using the boiler), turn steam pressure into mechanical energy (using the turbine) and turn steam back into water (using the condenser).
When these new energy systems work, expect long fuel life and high persistence. However, when they go wrong, expect disaster. Steam components will explode if the steam pressure gets too high, and nuclear reactors will melt down if they get too hot.
We give you new Geiger counters and hazmat suits to help deal with the dangers of radiation, but any mishandling of radioactive materials, damage to reactors, or losing control of your nuclear reaction and melting down will have severe environmental consequences. Nuclear fallout may last a long time, rendering areas of the game world dangerous to visit.
As well as these new systems, we have also re-made the fuel trading system with the new lua API. You can now buy and sell coal as well as oil and liquid fuel across many new locations in the game world. The market is dynamic and will move and adjust based on supply and demand.
We have also rebranded: Sunfire Software is now Geometa! We renamed a while back and have just got round to setting up our new website. It's still the same company and the exact same team.
There are also a series of bug fixes and improvements included in this update! See the change log for the full details.
We hope you enjoy the new content and we look forward to hearing your feedback on this new major update!
*The new resource trading addon replaces the old fluid gantries addon, and the trading code has been moved from the game into the Lua so players can customise or add their own locations/vehicles much like our other addons.
Added Clear Radiation button to custom menu to remove fallout zones Added a Preset Reactor and Firebox setup
Rework - Added a second port to fluid tanks for better integration into coolant loops. New behaviour only occurs when both ports are connected. Rework - Adjusted monitor borders Rework - Signs now render tooltips if they have a custom name Rework - In singleplayer edit modes, damage is now paused Rework - Removed Hazmat suit from default wardrobe Rework - Fluid system pipe flow division better fits pipe demand
Fix - Tanks storing more than their maximum Fix - Ocean floor triangle rendering winding backwards Fix - Restored missing update to modular engine audio Fix - Misnamed variable in default mission script Fix - Increased string buffer for addon vehicle names (could not place vehicles)
Lua Changes:
+ server.setVehicleHopper(vehicle_id, hopper_name, amount) + coal_level, hopper_capacity, is_success = server.getVehicleHopper(vehicle_id, hopper_name) + d, m, y = server.getDate()
Handheld Geiger counter and Geiger counter vehicle component
Steam
Boilers and condensers to change water into steam and vice versa
Steam turbines to convert steam pressure into mechanical torque
Coal engines are designed to be large and heavy, but the fuel to last a long time. These high endurance engines are best suited to ships, trains, and large land vehicles.
Nuclear reactors are designed to be larger and heavier but produce large amounts of power, and are ideal for the largest scale creations. The fuel rods have a very long lifetime, but require careful management due to the risks and dangers of radiation.
We are really excited to share this new major update next week!
This weeks update goes out in honour to all the Stormworks builders making walking vehicles!
We are adding a new "friction block" that is a sort of rubber pad that has very high friction. While it is intended for walking robots, there is actually a wide range of potential applications where you want a creation to stick to a surface rather than slide around such as feet for containers, grabbing claws, stabilizer legs, and more.
This is a highly physical and generalized block, and we expect players to find many more applications and uses for it.
We have been blown away by some of the incredible walkers produced by the community. The logic being made by the community is really impressive, and we hope this new block is a help to these creators.
This week, we also bring a series of updates, improvements and bug fixes, please see below for the full list of changes and fixes.
Next week, we plan to announce the release date for the next major update! We are really looking forward to this release, the new power sources are interesting to build, the coal handling mechanics are really fun, and the dangers of radiation add a new consequence and peril to the game.
We look forward to your thoughts and feedback in the comments!
Much love <3,
The Stormworks Developers
Patch Notes
v1.1.25-26
Feature - Friction Pad component - attempts to grip nearby surfaces
Rework - Re-Added default elevators Rework - Updated monitor meshes Fix - Multibody sleep activation for child components Fix - Addon editor main bar "edit location" button not working for enironment mods Fix - Hide data tooltip for signs on default detail Fix - Tutorial boat transponder locator broken. Renamed emergency beacon to transponder. Fix - Crash when spawning addon zones Fix - getTilePurchased() returning additional broken data Fix - Transponders on character belts overwriting each other Fix - Linear tracks breaking when flipped in y axis Fix - Lua documentation issues Fix - tree fire and rustle sfx not updating when dragging the pause menu slider Fix - Addon zone dynamic loading Fix - Addon zone parenting