You can now refuel your aircraft air-to-air using the new official aerial refueler!
The aerial refueler is a new AI plane that patrols the skies of the Stormworks world. It is visible on revealed areas of the map and flies at a steady heading and direction. The fuel tanker aircraft carries auxiliary fuel for delivery via hoses on the left and right wings.
When joining the aircraft, you can refuel via a simple fluid connector. When connected, pressurised fuel is fed to your connector, and consumption is charged in a similar way to buying fuel from a fuel gantry, except at a high flat rate. While it is the most expensive way of taking fuel, the refueller can roam anywhere across the Stormworks map and can extend the range of aircraft operations.
We look forward to seeing how Stormworks pilots react to the new refueller! This has been created using the existing add-on system and is very similar to AI planes.
As well as this new update, there are many fixes and improvements included in the update. See the patch notes below for more info!
Much love <3,
The Stormworks Developers
Patch Notes
v1.2.18-19
Feature - Refuelling Aircraft AI Vehicle
Fix - MP client simulating physics without data from the server (vehicle rubber-banding) Fix - isInZone now correctly checks all zones with the specified name instead of returning after one check Fix - Magalls causing a crash when exiting from a game Fix - setButton and setKeypad now search by name only from their respective types Fix - Zones should now despawn after testing a location
The following functions have been reworked to return a table and is_success instead of individual parameters to make them more scalable/neat: data returns null if is_success is false
data, is_success = getVehicleDial data = { value = value_primary, value2 = value_secondary }
data, is_success = getVehicleTank data = { value = current_amount, capacity = capacity }
We have been fixing crash issues! Thanks to all the players who submitted their crash dumps via Bugsplat, we have already solved 80-90% of crashes, with more crash fixes going live in todays hot fix.
This graph shows the crash data submitted to us, colour coded by where the game has crashed. In this data, you can see where we initially launch the crash dump reporting, and then 70% along the graph we launch v1.2.15 which fixes the main crashing issues and majority of crashes in the game.
These fixes follow several recent quality improvement updates in our recent focus in this area. While there are undoubtedly more of these updates to come, crashes are the most severe errors and it is really exciting for us to make such a significant improvement in this area.
We are also planning various lua API changes over the coming weeks and are sharing info on these changes ahead of time, after discussing with players involved in running servers and communities. Please see the change log for full details.
Recently we announced the Carrier Command 2 release date, and the VR version of the same game (including a new trailer). This game is out on 10th August which is just over a week. After this release, our announcements will turn to focus more on the upcoming Stormworks major updates, which are very exciting.
Much love <3,
The Stormworks Developers
v1.2.15 (Hotfix)
Fix - MP client teleport crash / defer tile removal on clients Fix - Crash when blending toward a missing animation
v1.2.16-17 (Hotfix)
Fix - addon script missing base_price in older saves Fix - crash when overloading an MC lua script (microcontrollers will now display a tick error should they fail) Fix - crash when accessing an invalid bird perch Fix - crash when attempting to render mc icons Fix - crash when ending benchmark before a frame is captured
Upcoming Future Lua API changes:
The following functions will be reworked to return a table and is_success instead of individual parameters to make them more scalable/neat:
data, is_success = getVehicleDial data = { value = value_primary, value2 = value_secondary }
data, is_success = getVehicleTank data = { value = current_amount, capacity = capacity }
This week's update is entirely focused on quality improvement and fixing bugs and crashes in Stormworks!
We are trialling the Bugsplat crash reporter to help us see information about game crashes on 64bit Stormworks. As mentioned last week, the in-built Steam crash reports sadly doesn't support 64bit - so when we introduced the 64bit version of Stormworks, we stopped getting the valuable crash data that helps us understand how stable the game is, and what is causing crashes. With the new crash reporter, players who experience crashes can submit them for us to analyse.
Our previous quality improvement update also focused on multiplayer, as was discussed in a previous Q&A video. We have continued to look at this, and have made some important fixes to multiplayer that resolves several problems that players have frequently spoken to us about. These include various ways the game desynchronizes between players in multiplayer.
We have also made various add-on and lua fixes and improvements. Thanks to all the players who have been using and given feedback on the add-on system.
We are aware that for some players, an update that doesn't contain new content is less exciting - but these updates are important and we remain committed to working our way through the issues and helping players enjoy Stormworks as best we can.
Last week we discussed a potential change to how we release updates. We have no intention of making a decision soon as we have plenty of minor updates in the pipeline, but have been reading feedback and will consider the best way our updates can serve players over the coming months. Expect new minor updates with new content soon!
Much love <3,
The Stormworks Developers
Patch Notes
v1.2.14
Feature - New crash dump reporting Feature - Small physics optimizations (~10% improvement)
Fix - Clients now correctly simulate the server in the background (Cause of several desyncs) Fix - Static vehicle secondary bodies now simulate their buoyancy Rework - Updated various AI vehicles with new window parts Rework - Relocated military base fast travel node Rework - F1 Profiler logic sections reorganized Rework - Improve protection against twilight zoning Fix - Hardpoint connector buoyancy surfaces Fix - Return nil when getAddonData/getLocationData/getLocationComponentData fails Fix - Outdated function name in lua example code Fix - setGameSetting(unlock_all_islands) should now trigger correctly Rework - Default AI vehicles addon now supports additional seated crew, placing NPCs in seats with the same name Fix - Test location not despawning after a save/load Fix - Hose pressure dropping with absolute world height
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.