In this weeks minor update, we are adding the new vehicle mounted welders and end-effectors, designed for use with autonomous and unmanned vehicles, and manned submarines.
The new welder is an electric type welder and works underwater. As you may expect, when active it repairs any damaged blocks immediately in front of it.
The end-effector component can interact with any button immediately in front of it, as well as interacting with doors.
With the combination of these 2 new parts, players can now achieve a great many tasks previously requiring manual operation. This can be particularly useful when in hazardous or hostile environments such as high temperature, deep under water, or around radioactive materials.
As well as these new components, there are many important bug fixes and improvements. Please see the full changelog below for full details.
We look forward to reading your feedback, and seeing what players create and get up to with the new components!
Much love <3,
The Stormworks Developers
Patch Notes
v1.5.2
Changes that include a #NUMBER relate to fixes or features submitted by the Stormworks community via 'geometa.co.uk/support/stormworks' which can be accessed via the 'Report Bug/Request Feature' button in-game.
Posting a submission to this tracker ensures we review your suggestion/report since we may not see reports submitted via other channels.
Feature - #587 Mounted Welder and Mounted End-Effector components Feature - #656 Solid Rocket Nozzle Max Power slider
Fix - #8588 #8613 Fixed default damage values for collisions Fix - #7101 #7505 #7619 Natural disasters sirens can now be disabled globally with a button on them Fix - Old saves will now initialize damage_tracker in mission lua script
Rework - #8717 Sonar active ping reworked* Fix - #8838 #8728 Radar does not detect tilted vehicle Fix - #8790 Inactive sonar jammer consumes power Fix - #8562 Sonar Jammer node mislabels Fix - #8593 Sonar description spelling mistake Fix - #8668 Sonar Data node info
Fix - #7633 Fix being able to save while dead when quitting to main menu Fix - #7640 Scroll bar not appearing for updated ui containers Fix - #7650 C4 placement rendering when in a seat Fix - #7827 C4 placement on moving vehicles for clients Fix - #7652 Pilot mask rendering issue with some outfits Fix - #7702 Wrong editor mesh for Camera Gimbal and Stabilizer Camera Fix - #7862 Floating terrain at Terminal Trinite Fix - Optimized parsing for some scene values Fix - Coaxial rotor entire mesh rotating
Fix - State data network messages being sent for vehicles with no stateful components Fix - #1197 Game occasionally getting stuck on audio mutexes
*Sonar ping input must now be held to continue receiving information from that ping; passive data is no longer output while actively pinging.
This week is an announcement week, with the new major update launching last week, and we have a minor update planned for next week including 2 new components and loads of fixes!
Next weeks update includes 2 new components for performing tasks normally performed manually - with a vehicle. We are adding a new welder component that can repair vehicles, and a new interaction component that can press buttons and open doors. This enables players to create remote operated vehicles that can perform repair and maintenance tasks. These new components are in response to the fantastic player feedback we have received about the new underwater update, and they will go a long way to giving new functionality and purpose to ROVs.
Our development plans continue as normal, with several minor updates in the works. The next few minor updates include new features, many of which are interesting new components. As always, we prefer to share info only once the update is ready to avoid disappointment. We look forward to releasing this new minor updates to the usual schedule, which is every 2 weeks.
We have also been working on several big updates, which we expect to release as major updates or over time as minor updates. One update in particular is coming together really well, and we are getting really excited about other ways we could improve and expand it into something much bigger. So, we are considering greatly expanding that update into something far bigger than a major update, and perhaps a whole new DLC, but no decision has been made yet. It will all make more sense when we are further along and can share more info and made more decisions!
As always, we look forward to your thoughts and feedback. See you here next week for the minor update!
The new biome includes a series of volcanic islands, based on many of the volcanic islands in the Pacific Ring of Fire. Many of these new islands are active volcanoes and can erupt at random or on request from the custom menu.
The biome also includes new under-sea features, including a trench, sea floor cabling, ruins, wrecks, and many kilometers of winding an interlinked underwater tunnels. The tunnels can be accessed from underwater, and also new caves on some islands.
There are many new locations, named in honour of great community members and workshop creators. Thank you to the selfless and kind people who give up their time to help other players, and thank you to the talented creators who have reached high popularity with incredible creations on the workshop. There are many more community heroes and creators than we have had chance to honour, and look forward to naming more locations in the future.
Underwater Missions
There are several new mission types, including submersed rescues, salvage, and repairs. These missions can spawn in many locations across the world, as well as specific new locations in the new biome.
It is now easier to see underwater as we have increased visibility and lighting, to help with underwater operations.
Glow Sticks
To help keep track of locations and add some softer illumination at night or underwater, we have added new glow sticks! The color of the glowsticks can be painted in the editor, and they will last a long time when deployed.
Sonar
We have added new sonar components, that behave in a more realistic manner. Sonar can now listen in all directions at once, and can operate in active and passive mode. In active mode, the sonar emits a loud ping which travels far through water, bouncing back off vehicles and other objects with a delay relative to the distance travelled. Passive sonar simply listens and can detect propellers, engines, and other noisy parts.
We are really excited to release this new update and can't wait to hear back from players on your thoughts and feedback! Thanks to all the support and feedback we have received that has made this new update possible.
Much love <3,
The Stormworks Developers
v1.5.0 Underwater Update
Changes that include a #NUMBER relate to fixes or features submitted by the Stormworks community via 'geometa.co.uk/support/stormworks' which can be accessed via the 'Report Bug/Request Feature' button in-game. Posting a submission to this tracker ensures we review your suggestion/report since we may not see reports submitted via other channels.
While we made no infrastructure changes in this update we still recommend creating a new save file as various new environment zones have been added to the default scripts to allow the new mission types to spawn.
Feature - New Volcanic Archipelago biome (#5171 #879 #2019) Feature - New underwater themed missions and mission improvements Feature - New Glowstick Equipment (#801) Feature - Advanced Sonars and Sonar Jammer (#337)
The new 40x40km volcanic archipelago biome is located south-west of the sawyer isles and is the new home of the Kraken. The region features a series of small volcanoes interspersed with deep trenches, sunken landmarks and an intricate network of submerged passages.
With the addition of several underwater themed mission scenarios we also made various fixes and improvements to the existing mission infrastructure. Missions should now have an easier time spawning as some theme filtering was previously limiting mission spawning too strictly, meaning some mission scenarios were previously unable to spawn successfully. The Repair mission objective has been expanded in functionality to several mission types; players can expect to require an underwater welder for some of the new missions, with search-and-rescue missions sometimes offering an optional reward for repairing the vehicle in distress.
Feature - Added additional hospital-boat AI ships that now patrol specific biomes Feature - New icon for addons with editable settings (in the addon selector menu) Feature - #6898 Spawn Kraken button added to custom menu Feature - Addon editor ocean toggle Feature - 'Show timers' and 'Show rewards' mission addon settings Fix - #1200 Vehicle save/load not serializing basic block damage & not generating damaged mesh on load Fix - Ropes now use a constant number of physics nodes Fix - Fixed 3 map icons sharing names internally causing them to render as a different icon Fix - #5663 #6568 Missions/Cargo now check if spawn area is clear before spawning Fix - Mission zones with no size now default to large instead of never spawning Fix - Zone filtering causing certain mission locations to never spawn Fix - #3132 Relative to seafloor mission tag behavior restored Fix - Breakers/relays/chargers are no longer explode on damage Fix - #7993 SRB fins now work underwater Fix - Corrected buoyancy surfaces for large and medium warheads Rework - The Kraken now only naturally spawns within the underwater biome. Rework - Updated how mission descriptions are generated Balance - #5026 Rebalanced mission rewards to be more generous Balance - #5026 Rebalanced ocean lootboxes to be rarer Balance - Increased cost of diving outfit to 2000
Addon Lua Api:
Added isLocationClear(transform, size_x, size_y, size_z) Added getOceanFloor(transform) Added "static" to getVehicleData() Added to "parent_vehicle_id" and "parent_relative_transform" getZones() Updated getCharacterData().interactible -> .interactable (Legacy spelling remains available) Added radius param to addDamage and unlinked magnitude value from the radius. Added a voxel pos optional override for setCharacterSeated instead of requiring to use the name getVehicleData now includes a table named "components" which currently contains tables for seats, buttons and signs
Additional info is included in the in-game addon lua help tabs.
v1.4.20-24 (Hotfixes)
Fix - Issue with radar detection Fix - Game audio issues / Mac audio crackling Fix - Crash caused by door particles
The next Stormworks major update is almost here! (Release date: 2nd June 2022) The new major update includes a new "ring of fire" biome with a series of fault-line volcanoes, underwater tunnels and trenches, new missions, and new sonar components! Here is some more info on what to expect:
New Sonar!
With the major update, we will add new sonar components. These new sonar parts are much more true to life, as they can listen in passive mode, as well as operate in active mode.
In passive mode, the new sonar parts detect noise producing components such as propellers, engines, etc. Sonar continuously listens in all directions at once, and this info is output to a composite channel in a similar way to radar.
In active mode, sonar emits a "ping" on command. This ping travels through water at 1480m/s and reflects off vehicles, returning their contact with a delay relative to their distance. Pings are considered noise producing, and are visible to passive radar.
New Missions!
The new missions include a variety of new types. Ocean floor rescue missions involve rescuing divers or submariners from below the surface, in a similar structure to the existing rescue missions. The depths of these missions is usually known and the player may need specialist rescue equipment. Occasionally these missions can occur where cave divers require rescue. These missions are probably the most dangerous as the underwater tunnel network is vast and it is easy to get lost.
Salvage missions involve recovering anchors, live munitions, or wrecked ships from the sea floor, and transporting them to their destination. These missions are more passive, with much longer timers as they are not emergencies and much less urgent. This allows more time to prepare, time to wait for the best weather, and perhaps even complete these missions in stages or in groups for maximum efficiency.
Repair missions introduce a new objective type where vehicles may need repairing with a repair torch. Some of these vehicles are on the surface, while others may be on the sea floor.
We are really excited to release this major update in just a few days on 2nd June 2022! Thank you to all the players who have given us feedback and support to make this update possible.
This weeks update is dedicated to bug fixes and improvements, as we prepare for the big major update in just 2 weeks!
There is a huge list of fixes and improvements, with the full change log below. Once major change is that we have completely replaced the audio code, to fix a range of audio issues, including those on Mac. The new audio code is based on our new audio library that we developed for use in Carrier Command 2. This was a lot of work but was an important change as it fixed some wide ranging issues.
In our ongoing mission to improve multiplayer, we have also greatly reduced freezing when a vehicle loads in. This freeze was caused by the vehicle data being sent in order to load the vehicle on clients. This is now done in the background, with only a small amount of compressed info being time-critical for the final stage of spawning the vehicle. This freezing was causing players to experience a few seconds of lag immediately after a vehicle loaded in which made vehicles unresponsive for a few seconds. This delay is greatly reduced and responsiveness greatly improved.
Thanks to everyone who has reported issues using the official issue tracker. The issue numbers are included in the change notes below for extra detail.
With just 2 weeks to go, we are adding the final touches to the upcoming underwater major update! We will release more info next week about a new component included in the major update, changes to the ocean, and the new missions! We are really excited for this update and can't wait to share more in this new release!
We recommend preparing with submarines, remote operated submersibles, and diving equipment!
Much love <3,
The Stormworks Developers
Patch Notes
v1.4.19
In this update we have reworked the sound library that underlies all of Stormworks' audio effects, these changes should result in a much more stable experience especially for MacOS players.
Fix - #756 Sound library rework Fix - #2765 Sliding Connector not connecting in certain circumstances Fix - #2852 Train wheels now activate when applying torque Fix - #1899 Water falling effect render issues around turret ring Fix - #6636 Vehicle overwrite save file warning was case insensitive Fix - #7154 Time and weather overrides not saving correctly Fix - #6995 Prefab rocket launchers mirror incorrectly Fix - #7388 Npcs not taking vehicle fire damage Fix - #7473 Terrain issues near Mount Goldblum Fix - #7524 Clouds / Lightning not generating correctly Fix - #7555 Fixed mesh issues with monitors Fix - #7558 Audio settings not updating Fix - #7615 Laser point stops showing when moving 170m away Fix - #7673 Updated small warhead meshes to match with SRBs and radar Fix - #7690 Several minor component graphical defects Fix - #7692 SRB nozzles using wrong force direction when flipped Fix - #7705 Corrected cannon belt mass values Fix - #7854 Voice chat range issues Fix - #7868 Propellers repair
The next major update is almost here - and it will be the new Underwater Biome Major Update!
The new underwater biome includes over 40 square kilometres of underwater landscape, a volcanic ring of fire with several active volcanoes, underwater trenches, ruins, wrecks, and a vast network of underwater tunnels!
The new biome has many new named locations, in honour of the great community members and vehicle creators in the Stormworks community. These players have been selected because of their dedicated and selfless help given to other community members, or because of their incredible workshop creations that have risen to popularity on the workshop by community choice. We look forward to honouring these players in this major update.
There are also new missions including ocean floor submarine emergencies, ship salvage, sea floor cable maintenance, and more! Many of these new missions are ideal for spawning in the underwater biome, but can also appear all over the world of Stormworks.
We are adding a new glowstick first person item which can be used in a similar way to flares except is much less bright, has a much longer lifetime, and greatly assists location and path marking underwater.
The much-requested Kraken button will also arrive with this major update, allowing players to summon the kraken from the custom menu.
We can't wait to share this new major update on the 2nd June at 4pm UTC! Join us then for the big launch. And until then, be sure to check back here next week for an exciting minor update!
In this weeks minor update, we bring new train bridges to make it easier to get taller ships past the trainlines!
The trainline has long been a difficult obstacle for large ship creators, and a solution to this issue has been a frequent request from players.
With these new bridges, there are frequent passing places for tall ships to be able to cross the boundaries. We are also including AI pathing data for these new tiles, so that AI ships can better navigate across the trainline.
This update is also a huge bug fix update, with at least 40 new fixes! As previously discussed, we have been putting more focus into bug fix updates recently, with huge progress on the backlog of issues, and few new issues being introduced.
Please see the changelog below for full details of these new fixes and improvements!
EDIT: Here is the developers Q&A video as promised!
Rework - Client movement now always uses client camera direction instead of server authored direction Fix - #3873 Suspension rendering when flipped Fix - #3904 Jet Exhaust rendering when flipped Fix - #1840 Pick-block raycast not accounting for sub-mesh offsets Fix - #4570 SRB fin mirroring issues Fix - #6426 #6877 Hotkeys still activating when typing in a text field Fix - #6558 Removed ability to place C4 on characters Fix - #6295 Improved voice listener position data when transmitting audio Fix - #7218 Assorted typos Fix - #7113 Can't spawn mission editor test on Mac Fix - #7100 Vehicle editor allowing multi-body components to go beyond bounds Fix - #7099 Cleaned up old Bugsplat files Fix - #7077 #7256 Reworked ?reload_scripts so that it now correctly reloads workshop addons. Removed unused addon data from scene.xml. Fix - #7074 Documented server.dlcWeapons() Fix - #7056 Fixed empty inventory names Fix - #7054 Heli rotor blades wrongly detected by lasers when folded Fix - #6967 Respawn button not getting un-focused with controller Fix - #6895 No underwater effect with window when shooting underwater Fix - #6884 Updated description for onButtonPress callback to be clearer about its function Fix - #6826 Different cameras in sealed container behave incorrectly while submerged Fix - #4951 Wind direction not updating correctly Fix - #2898 Robotic hinge rendering in select mode Fix - #2467 Unconscious characters imparting force when loading a save Fix - #2142 Coal does not get refunded when despawning a Vehicle Fix - #2126 Ammo Belts not refunding when editing a vehicle Fix - #2003 Inverting radars causes them to detect behind the radar/inverted detection Fix - #132 Tanks with both ports connected pressure issues Rework - Adjusted underwater welding brightness Fix - #7250 #7270 #7431 Improved safeguards against logic thread freezing Fix - #7253 Weapons can now fire underwater Fix - #7360 Fix crouch speed horizontal movement being affected by look direction Fix - #7372 Fix setVehiclePosSafe using sub-grids in bounds calculations Fix - #7379 Fix component inventory sometimes rendering incorrectly Fix - #7485 Robotic door hinge tooltip Fix - Crash caused by invalid logic slot data Fix - Lua vehicle spawning failing occasionally when the spawn point is very far from any islands Fix - #7625 Updated propeller sounds Fix - #7532 Added buoyancy surfaces to rotor/prop hubs Fix - #7576 Removed animation from component inventory Fix - Ai boats no longer initialize with a path that leads them straight ahead (into islands) Rework - Reduced max particle buffer size to save memory Fix - Updated dedicated server default playlists to include all playlists Fix - Weather overrides now parse correctly
Addon Lua Changes:
Added { = {x = world_x, z = world_z} } = server.pathfind(matrix_start, matrix_end, required_tags, avoided_tags) Passing "ocean_path" as a required tag will produce the same behavior as server.pathfindOcean.
Default Ai addons now navigate different paths based on their size. Large ships can no longer path through the sawyer river or under standard train bridge tiles.
Waypoint offsets are now randomized within the game code and can be adjusted by providing a "precision=X" tag which will confine the randomness within X metres of the node. As an example we have included this tag on all bridge waypoints in the default_paths playlist.
This week we invite you to submit your questions for an upcoming developer Questions & Answers video! In these videos, we answer questions submitted by players, chat about Stormworks, and just get into that bit more detail than we usually can. We really enjoy these videos and it is great to talk to players about their thoughts and ideas.
Submit your questions here within a few days of this announcement (Thank you for all the submitted questions!) and we will answer as many as we can in the upcoming video!
The results have been coming back from the new crash reporter, and we are pleased that last weeks update reduced crashes by 60%. We have more crash fixes in next weeks minor update and expect to continue making progress through any remaining crash issues.
The next minor update is due out next week and includes many new fixes, as well as a new content feature. We are just finishing testing this update and there is a lot of quality improvements included so it should be another big changelog, like last week.
We are also finishing off the next major update, and are almost ready to plan a release date! No promises, but the release date and other info may follow in the next announcement in 2 weeks.
We look forward seeing what questions you have, and are really excited about sharing the next few updates!
This week we release minor update 1.4.17, including new outfit items, as well as many bug fixes and improvements.
This update is dedicated as a tribute to all of the Youtube content creators who are part of the Stormworks community. These content creators have a genuine passion, they are highly skilled communicators, editors, story makers, and are just lovely people with a positive energy that we admire. Building a Youtube channel is very difficult. It takes huge commitment, energy and skill. Building a brand and a business up from nothing is a great achievement that few have achieved.
I am not sure if we have spoken about Youtubers before, but Stormworks owes a great amount of it's success to the many content creators who have covered, supported, and promoted the game over the years. Almost all games that release on Steam don't reach enough players and fail. A lot of people would say that Stormworks has been lucky, but it wasn't luck. It was Youtubers, and players who gave their time up to help others, the incredible player created workshop items, and all the players who share our love of design and engineering.
In appreciation, we have added new branded shirts and hoodies to the Stormworks wardrobe in honour of Camodo, Spycakes, Beautiful OB, MrNJersey, Raptor, Frantic, ND, GQ, LynxHighland and RubberDuck. This isn't every great Youtuber, but we have added outfits for the top 10 youtubers by most viewed videos from the last year or so. Please consider checking out their channels.
And there is more in this update! Check out the extra wardrobe items and huge list of bug fixes and improvements in the patch notes below.
The new crash reporter that we added last week is working well and this update also includes some crash fixes so crashes should be dramatically reduced. We continue to monitor quality and will continue to add more fixes.
We have also added a new "auto" physics setting for the physics quality. The game will automatically step the setting up and down based on the physics simulation speed. If you do experience physics issues, you can always set this setting back to "high".
We hear the players who may be pointing out what their ideal next minor update is, and perhaps not all players watch as much Youtube as we do! But please do take a moment to consider how all players benefit from the content creators, vehicle builders, teaching players, and the community that has supported the constant free updates for the last 4 years.
We hope you found this weeks update interesting, and enjoy the new content and fixes! We look forward to your feedback :-)
Much love <3,
The Stormworks Developers
Patch Notes
v1.4.17
Feature - New casual outfits and youtuber outfits Feature - Auto physics quality (Steps up and down based on fps)
Fix - Frequent crash caused by destroying physics objects Fix - #2196 Characters do not clear ragdoll on revive Fix - #2190 Characters get of beds on death for clients Fix - #1860 Player can return mission objects set as 'show on map' to workbench, but get sent to 0,0 Fix - #1427 Coal duplication glitch Fix - #567 #6913 Monitor block rendering flickers when it moves Fix - #4924 Whale animation issue Fix - Static vehicle behavior inconsistencies with electric Fix - #5113 Door tooltip at hospital island Fix - #5330 Wave patch issue for sealed volumes in whirlpools Fix - Light and billboard light distance rendering re-balance Fix - #6455 Ocean draws over elements like HUD or light halo Fix - #5611 Vehicles Fall Through the Ground in Low Physics Fix - #6305 Crankshaft Converters do not output RPS value Fix - #6367 Fish spawning upright at save load Fix - #6377 Radio RX composite descriptions are switched Fix - Ladder climbing now respects the inverted movement setting Fix - Fixed fog/water attenuation for light sources Fix - Fixed volume lights using atmospheric fog values when underwater Fix - #6712 Swimming direction inverted on controllers Fix - #6718 Increased catalytic converter conversion speed Fix - #6701 Updated property slider description in micro-controllers Fix - #7185 #6761 All controllers are now activated on any controller button press Fix - #6802 Added several missing localizations Fix - #4968 Removed dynamic icebergs Fix - #6808 Missing face on battle-cannon Fix - #7165 Vehicle spawned by script does not have a peer_id of -1 Fix - #7415 being unable to heal survivors while in seats and stuff Fix - #7469 Guns don't deal damage to other players Fix - Main menu settings not saving correctly
This week development has pressed forward, with big progress being made on the 2 next minor updates, the next major update, and the new crash reporting system.
The next 2 minor updates have long lists of bug fixes and we are making good progress on fixes and improvements. We use the issue tracker to get info from players on where the quality issues are, and this gives us clear metrics on how many identified issues there are. This data shows we are steadily reducing the total number of bugs, and our new quality control processes are introducing relatively few new issues.
Next weeks minor update will also include a new cosmetic feature, and we will announce more next week as we release it!
Recently we have seen a surge in reports of crash to desktop, which is of major concern to us, particularly with our recent push to resolve issues and implement bug fixes. We have been unable to reproduce this new crash, with the game playing very stable in the office. Steam crash reporting only works with 32bit software, and most players play the 64bit version of Stormworks. We had tried using Bugsplat (a 3rd party crash reporter) but that also didn't work well for us. So, we have implemented our own and put it live yesterday. The new crash reporter is very similar to the built in Steam one, except it also capture data when 64bit applications crash.
Immediately we can see that the crashes are probably just a single issue related to physics objects being despawned, and we are already investigating how to fix. Moving forward, the new crash reporting system will help us monitor the stability of Stormworks, and quickly recognise any quality issues, as well as clearly see exactly which update introduced new crash issues.
We will return next week with the next minor update!