In this weeks update, we add settings for add-on mods! When starting a new game, you can now customize the settings of your add-ons as you wish. If you make add-on mods yourself, this system is entirely lua driven and available for you to use in your own add-ons too!
When starting a game, you can click "add-on settings" to activate and deactivate your add-ons. You can sort your add-ons by active, alphabetical, or date. Clicking any add-on will show the settings in the panel on the right.
With the Weapons DLC AI add-on, we have added plenty of new customization options including 7 sliders that allow to to tweak various game difficulty aspects. This is in response to lots of player feedback on their desires to customize their experience when battling the AI.
If you haven't seen the Questions and Answers video, you can view it below! Thank you again to all the players who submitted questions. After the video we discussed formats and have plans to answer more questions next time. Thanks to MrNJersey for hosting!
As always, we look forward to your thoughts and feedback on this new update!
Much love <3,
The Stormworks Developers
Patch Notes
v1.3.9-10
Feature - Addon Script Main Menu Properties Macro-like script functions that can be parsed to provide checkboxes / sliders in the New-Game Addon Selector The default AI / Weapons scripts have been updated to include a few settings
Balance - Slightly lowered default AI spawn amounts
Fix - Only charge for ammo for player vehicles Fix - Extinguishers can no longer hit unlit fires Fix - Halloween red eyes now only show on sharks Fix - Swapped mis-labelled MC timer node descriptions Fix - Tech tree component icons now render without opening the vehicle editor Fix - Parse the vehicle state when using setVehiclePos
In this weeks update, we discuss some of our plans for the upcoming minor updates, including small missile parts, modular barrels and muzzles, chaffs, and more!
We are also releasing a quality focused patch today to address some issues that you have told us about on the issue tracker.
Thanks to everyone who submitted Q&A video questions! Question submissions are now closed and we will record the video shortly!
We are continuing to implement fixes, improvements and new features, as requested on the new official issue tracker. It is proving very useful for our development process, so thank you to all the players who have let us know about issues or shared their vision for new ideas!
Players have been asking for improvements to rockets and improved parts for creating smaller missiles. We are having fun developing improved missiles so thank you to all who have given feedback. We are planning extra radar information to help with target tracking missiles, and miniaturized fins for 1x1 solid rockets.
We are also interested in modular barrels and muzzles, to add cosmetic improvements to your modular guns, as well as some muzzle brakes. As well as being cosmetic, some muzzle types may provide a reduction in recoil.
With improved missile tracking, players will need countermeasures... chaff flares! Chaff flares will function in a similar way to regular flares, except having a strong but short lived radar signature to distract radar guided missiles.
We have many more updates planned. While these ones highlighted are weapons DLC themed, we also have many more updates in the works for the base game.
Much love <3,
The Stormworks Developers
v1.3.7
Feature - added hard cap to active flares (32) Feature - weapons tag for workshop vehicles
Rework - mid-air rocket-rocket collisions are now ignored to prevent launchers from self destructing Rework - radar threshold for detection is now higher for weaker radars
Fix - mirrored surface painting for sloped blocks Fix - updated GLFW version for compatibility Fix - rescaled radar range Fix - update environment audio when paused Fix - microprocessor damage now works the same as logic gate components Fix - medium turret editor mesh Fix - weapons script c is nil error Fix - block mouse input bindings when map/custom menu is open
This week we are adding a set of new parts - turret ring bearings! These are velocity pivots with a hole through the middle. The holes in the bearings are considered doors (for the purposes of compartments and flooding) and are connected to each other - so you can now have a rotating coupling where moving parts can remain water-tight.
The turret rings come in small, medium and large sizes.
We have a host of other changes in this update that will be important to a lot of players. These changes include reworking cannons so their shells have a much longer life and more appropriate physical behaviour, allowing for high trajectory firing.
We are also doing another Questions and Answers video soon. In these videos we go through player-submitted questions and answer as many as we can! Submit your question here! Please submit just one clear and concise question.
There is big list of other changes including important fixes and improvements. Please see the list below for the full details.
It has been another exciting week with new and incredible user-creations showing up on the workshop! We are blown away with these player designs and how quickly players have got to grips with the new parts and their creative applications.
We have loads more updates and improvements planned and are actively using the new issue tracker to communicate and deliver these changes. We are also planning on doing another poll soon to get general feedback on the future direction of updates. We are also planning several dedicated bug-fix updates in the weeks and months to come.
Much love <3,
The Stormworks Developers
Patch Notes
v1.3.6
Feature - 3 New Turret Rings Rotating pivots with a large central hole; designed for tanks and other turrets.
Rework - Increase cannon and rocket projectile life significantly Balance - Refreshed projectile physics for better indirect firing Balance - Wind now affects large projectiles less than small projectiles
Fix - Animals HP always clamped to 100 when syncing, sharks now have 500, megalodons now have 5500 Fix - Repaired batteries capacity is now restored Fix - Added missing description for warhead body (small) Fix - Mass of EMP warhead Fix - Value of small / medium warhead Fix - Only despawn vehicles from explosions when vehicle damage is enabled Fix - Re-Added radar effective range preview after fixing associated crashes Fix - Radar descriptions still mentioning radians Fix - Warheads now use the correct explosion sizes Fix - Infinite ammo glitch when activating two autocannons simultaneously on a single ammo drum Fix - Host lock not deactivating dlc custom menu buttons Fix - Phalanx radar editor arrow height Fix - CTD on game exit caused by Magalls Fix - Water plane causing swimming inside a dry but sealed compartment Fix - Ammo belt junctions now work correctly when pushing ammo Fix - Weapons addon flating fires - fire dynamic objects are now teleported with their parent vehicle Fix - Missing documentation for new items Fix - Missile radar detection angle output Fix - Batteries now output zero charge when damaged Fix - Increased node search radius for internal pathfinding to prevent pathing issues near sawyer island Fix - Crash when teleporting/despawning vehicles with C4 attached
What an incredibly exciting week so far! We are absolutely blown away by the awesome player creations being shared in the #vehicle-showcase on the Discord and in the Steam workshop! It is amazing to see players having fun with the new parts!
The Search & Destroy weapons DLC has been overwhelmingly successful, with thousands of players purchasing within minutes of launch, immediately entering the global top sellers chart on Steam, thousands attending the live stream launch party, and a new record for concurrent players in game!
We have been working hard to resolve any new issues with this update, and have been releasing daily patches as we make improvements. See below for the full patch notes.
For players who are struggling to get weapons to fire, the answer is to start a new game - weapons are not turned on in saves created before the update!
Our focus has moved on from this update to quality issues and bug fixes, but we have been reading all your feedback and are considering many of the requests for new weapons ideas.
Our update schedule continues. Expect hot fixes to continue next week, and Friday updates alternating between feature updates one week, and bug fix focused updates the next.
We look forward to reading more feedback, playing with your workshop creations, and maybe even joining players for a little multiplayer! Let us know your thoughts in the comments!
Much love <3,
The Stormworks Developers
Patch Notes
v1.3.1
Fix - random crash while holding C4 handheld equipment Fix - C4 placement preview not appearing on surfaces very close to the player Fix - modular engine components not outputting RPS logic value
v1.3.2
Fix - compsite outputs for laser point sensors, some other logic parts, etc
v1.3.3
Fix - wind particle rendering issue causing white flickering, particularly for MacOS users Fix - remove impact sfx and screenshake from secondary frag projectiles to reduce audio cutoffs Fix - resolved CTD when merging bodies
v1.3.4
Feature - added blood effect options (full, reduced, off) Rework - radars no longer consume electric when off, rescaled electric consumption based on size Rework - added blue editor arrows to radars Rework - added trigger binding to controller options Rework - weapons ai addon characters can now be killed Rework - added fire to weapons ai addon killed units Rework - updated radar descriptions to use turns unit Fix - weapon drum mesh and small warhead meshes now correctly aligned Fix - fixed crash related to radar properties menu Fix - fixed crash when returning vehicle to workbench from the map Fix - fixed issue where AI ships would not path correctly after loading game Fix - fixed radars rendering with pitch angle Fix - fixed missile radar detection orientation Fix - changed some audio changes back to attempt fix for new macos audio issue Fix - undeprecated sonars Fix - fix crash related to loading in objects Fix - fix softlock when detonating lots of C4 Fix - corrected addon documentation example for getPlayerName and getAITarget Fix - AI ships now only spawn in ocean rather than occasionally on land Fix - added correct surfaces to bottom of radar parts
In Stormworks: Search & Destroy, you can equip yourself with pistols, rifles, grenades, C4 and spear guns, build modular vehicle weapons including mini-guns, cannons, bombs and guided missiles, then battle enemy AI navy and air force across the world of Stormworks. Jump onto multiplayer and test your war machines with your friends!
This new DLC has been in development for a very long time. Thank you to the many players who have given us their feedback and called for this update, it has been great fun to build and really rewarding for us.
There is a huge list of features and changes, so be sure to check the change log below.
Many of you have been making military vehicles for a long time. We are so excited to see these vehicles now begin to function as such, as well as all your new creations and interesting weapon systems!
If you are not getting the DLC - not to worry - all the parts are added into the base game as cosmetic items, so workshop items will still be cross-compatible!
Much love <3,
The Stormworks Developers
v1.3.0
Feature - [DLC] Modular Vehicle Weapons Feature - [DLC] Handheld Weapons Feature - [DLC] Conquest Mode Addon Feature - New Handle Seat Feature - Multiplayer Optimization Pass and Networking Layer Fixes Feature - Logic/Render Thread Optimization Pass Feature - Addon editor Generic Graph Nodes and Links Feature - Advanced AI Pathing using Addon Nodes and Links Feature - Screen Shake Improvements and Settings
[DLC] Features: Explosive and EMP Warhead Blocks Modular Machine Guns, Cannons and Autocannons Rocket Launchers Modular Ammo Feeding System, Handheld Ammo Boxes and Shells Handheld Equipment Hand Grenade and C4 Handheld Equipment SMG, Rifle, Pistol and Speargun
Ammunition Payloads: Kinetic - Basic direct impact damage, Cheaper than other ammo types High Explosive - Large splash radius around the impact Fragmentation - Small splash radius, Spawns secondary projectiles Armor Piercing - Less base damage, Penetrates through vehicle blocks based on velocity Incendiary - Less base damage, chance to start fires on vehicle blocks
Rework - Hitbox reworks and headshots Rework - Radars now output and input using turns instead of radians/degrees Rework - Improved soundscape and audio filtering Rework - Players now take damage while incapacitated, shortening the window in which they can be revived Rework - Reloading handheld equipment with secondary fire applies to - flareguns, spearguns, pistol, smg, rifle Balance - Radar max ranges increased 10x
Fix - Damaged rope anchors no longer continue to transfer data/electric Fix - Increased follower tether range in MP to compensate for server side inconsistencies Fix - Vehicle save thumbnails being very zoomed in Fix - Jet engines no longer flood when vehicle damage is disabled Fix - Jet engines no longer overheat when engine overheating is disabled Fix - Infinite spawning issue in multiplayer Fix - onVehicleUnload not being called for vehicles that are force despawned by the game Fix - Vehicles occasionally loading outside of load range; becoming stuck Fix - Removed 4 non-functional tiles from the addon editor Fix - Radars missing from research group Fix - Radar rendering issues Fix - Greatly reduce radar random noise Fix - Missing buoyancy surfaces on radars Fix - Missing Pitch Angle slider on radars Fix - MP health/incapacitated desync after respawning
The train track tiles have now been included in the Addon Editor.
Addons:
- Documentation has been refactored into several new tabs for easier browsing.
- Addon zones now have a direction indicator - Added the trainline tileset to the available tiles. - Improved the speed of object lookup functions. - PathFindOcean now uses custom paths definde with the "ocean_path" tag, and a default paths playlist has been added.
- Added setAITargetVehicle(vehicle_id) - Added setAITargetCharacter(object_id) - Added ISLAND = getStartIsland() (ISLAND = {name, x, y, z}) - Added is_local = server.getVehicleLocal(vehicle_id) getVehicleLocal is now used in the default scripts as protection while a vehicle is loading
- New AI Plane Pilot mode 2 - Gun Run - New AI Heli Pilot mode 3 - Gun Run - New Gunner AI Type - Aims and shoots at the target char/vehicle, accounting for drop/range of a linked weapon. - New Designator AI Type - Aims a camera at the target char/vehicle, pulling the Trigger when locked on. (Weapons/Cameras can be linked to a seat by naming them identically)
- Added several new icons to addMapObject. - All map object icons now render their radius if the value is > 1. - addMapObject and addMapLine now have optional rgba parameters.
- The new Weapons DLC gamemode script contains a guide to adding your own vehicles for the AI to command
This week we have reworked radar to be able to detect vehicles that are outside of load range, be simpler to use, and have more realistic limitations.
The new radar parts come in 5 sizes: the smallest is just a single voxel, there are 2 medium vehicle sized units, the radar dish and the AWACS style units. The larger units are more powerful with greater ranges.
The new radar is much easier to use and produces a simple composite signal with the most recently detected contacts. The first 8 on/off channels show if a target is detected, while the number channels tell you the range, pivot and pitch angles, and time since detection for the contact.
You can set the pivot and pitch field of views to set your detection arcs, as well as your sweep mode (static, clockwise and anti-clockwise rotation, and wiper modes). You can also pitch your detector up and down.
Increasing the field of view of your radar does reduce the effective range , while narrow fields give the best range.
The most important aspect of the new radar parts is the ability to track vehicles that are outside of load range. This is vital for fighting the enemy AI air and navy (in the upcoming weapons expansion), where radar gives the player the essential ability to gather intelligence, avoid the enemy force, or engage from range.
Feature - Added 5 new advanced radars Fix - Seats remove reliance on logic node label string checking to fix logic nodes breaking when using language packs Fix - Seat fix trigger description using equipment keybind instead of trigger keybind Fix - Seat descriptions not specifying the composite output channels for look x & look y
Join the developers 1 hour before launch of the new Weapons DLC for the launch party on a Steam live stream!
We will be on live stream, answering questions, chatting about Stormworks, shooting guns and blowing stuff up.
We have been working on weapons for years so this will be a huge moment for us. We look forward to sharing it with you all. Click to set reminder and join us for the party!
Click 'Set a reminder' on the right and see you soon!
In this minor update, we add mouse look direction output logic nodes to seats!
All seats now have 2 new logic nodes - look dir X and look dir Y. The values that are outputted relate to which direction you are facing. This direction is relative to the seat. This means that moving your mouse doesn't just change your view direction - it is also outputting your mouse input as logic data!
What is this Useful For?
This means you can use look direction input for controlling anything that takes numbers. This includes flight controls and turrets.
We have been mostly using these new nodes for controlling robotic weapons turrets in the new weapons DLC, but the applications are much further reaching and we are really excited to see what players use these new nodes for.
As always, this minor update comes with some hot fixes and improvements. Please see the change log below for details.
We are continuing work on the new Search and Destroy expansion and are really excited for the launch in just a couple of weeks time. More news next week!
Much love <3,
The Stormworks Developers
Patch Notes
v1.2.27-28
Feature - New Look-Direction output logic nodes for seats Feature - New Trigger seat output node and keybind
Fix - Wind turbine elevator clipping with the floor and breaking Fix - HTTP requests now use 127.0.0.1 instead of localhost to support WINE/Proton users Fix - Small spelling issue in the tutorial
This expansion includes new and fully functioning modular vehicle weapons, hand-held items and mission content.
This expansion pack is required for functioning weapons and explosives in Stormworks.
Watch the trailer below:
Vehicle Weapons
The new modular weapons include several different calibres of cannon, as well as miniguns and machine guns. The weapons are broken down into receiver, barrel, ammo belt and ammo drum modules. Get ready to build your own turrets, ammo handling systems, targeting systems, and integrate into your existing creations!
The new warheads come in several sizes and forms, and are designed for use creating missiles, rockets, torpedoes, self destruct systems, or whatever else you want to see blow up.
Handheld Items
The new handheld items include the pistol, submachine gun, assault rifle, ammunition clips, as well as grenades, c4, and the handheld detonator.
Conquest
The new weapons mission game mode introduces conquest gameplay as you battle an enemy air force and navy for territorial control of several key objectives across the world of Stormworks. The enemy will stage and execute assaults on objectives, defend, reinforce and fortify their own held territory, patrol the ocean, and hunt the player.
The new gameplay content is created within the add-on modding system and includes lots of new functionality that is now available to modders.
The price of the weapons DLC will be $9.99.
We can't wait to share this new update! Thank you to everyone who have pushed to make this happen and thank you to everyone who wishlists!
The new issue tracker replaces the old issue tracker that came up short in many ways - the new tracker is faster, more responsive, more scalable, uses https, styled for dark mode, and has many features under the hood to help us to keep track and organize our work to address the issues.
This new tool is essential for us to keep track of all the issues and requests for Stormworks - with hundreds of thousands of players, there are many viewpoints on the future of Stormworks, what the most important issues are, and what is and isn't a bug. We expect this tool to be hugely useful in managing our workload, communicating with players, providing technical support, and organizing the tens of thousands of player requests we receive.
To post on the issue tracker, use the in-game "Report Bug / Feature" button to be taken directly to the tracker. Right now, you can only log in through the game but we plan to change this in the future so you can log in through the browser.
Please consider that while Stormworks has been out for almost 4 years, we are still thinking about how we can further improve the bug fixing workflow and improve our communication with players. We remain committed to improving Stormworks and are thinking about the long term as well as the short term.
We are also releasing a bug fix patch, please see below for the full patch notes.
We look forward to reading your feedback and using the new tracker to deliver the best updates we can in coming weeks and years!
Much love <3,
The Stormworks Developers
Patch Notes
v1.2.25-26
Feature - New Bug Tracker!
Rework - Reverted the recent change to MP packet processing, in favor of the most responsive/performative version based on a stable connection.
Fix - GetVehicleButton returning a number instead of bool Fix - Several minor crash fixes
Addon Lua:
Added fluid_type to getTank data Added onObjectLoad(object_id) callback Added onObjectUnload(object_id) callback