Steam Scream Fest starts on Tuesday, and to mark Halloween, we are doing an update to Industrial Frontier including zombies! While it is just a bit of fun, we have been having a great time testing and can't wait to share this update on Tuesday!
Many new zombie variants will be available. These have been added as a new creature type, using the new creates system that is introduced in Industrial Frontier for the animals. We are also adding various improvements to the creatures system in next weeks update. The awareness AI is being improved with field of view, line of sight, and hearing. This means that sneaking around is now possible, where staying out of sight is important. Creatures will investigate noises like nearby footsteps or distant engines and gunshots too, even if they haven't seen a player.
To continue the fun, during Halloween, many locations will have spooky decorations as in previous years. This year, dogs and many farm animals are also joining the fun and wearing fancy dress!
The new zombie creatures will be available via the lua API to all players with the Industrial Frontier DLC. They will be permanently available so players can use them in their own add-ons.
For players who also have the Weapons DLC, we are also creating a new "Undead Survival" add-on! This is a limited time event, just for the Halloween period. Zombies will spawn across the world of Stormworks, as well as loot, often around buildings. You can disable this add-on when starting a new game if you wish. It is loads of fun and we recommend giving it a go on Tuesday!
We look forward to sharing this update on Tuesday! Catch you then,
The new arid mainland more than doubles the land mass in Stormworks, with 400sq km of desert, salt plains, canyons, mountains, volcano, quarries, mine, industrial sites and more.
New road and rail reaches across this new mainland, with hundreds of km of new track and tarmac. Rail routes are mostly arranged in loops, and include shunting yards, access to industrial areas, and even slope into the sea at the ship launching yard.
New mineral types include iron ore, aluminium ore, and gold rich dirt. These minerals can be reduced and refined at the separator, foundry and industrial laboratory to produce pure ingots that can be sold at the trading yard.
Wild animals and farm animals roam the new arid biome as well as the forested mainland and the arctic. Be mindful of dangerous predators such and bears and wolves. Domestic dogs can also be found around the world and can be instructed with the new dog whistle.
The new animal-attack mission type requires you to rescue survivors from wild animal attacks.
For the Steam Scream Fest starting 25th October, for a bit of fun, we will also be adding new creatures to the DLC - zombies! And we will also be adding an Undead Survival add-on (active during the Scream Fest for owners of both the Industrial Frontier and Weapons DLC).
New Updates To The Base Game
We are also releasing free updates to the base game, with a remodelling for the Sawyer Isles including new train lines, the new mining component, new coal and uranium mineral deposits, and a reworked fuel management system for career.
We can't wait to hear what you think of the new update!
Much love <3,
The Stormworks Developers
Patch Notes
v1.6.2
Features marked with [DLC] are only available via the new Industrial Frontier DLC. Due to reworks to the trainlines, game mechanics and default playlists we strongly encourage users to create new saves for this update.
**Feature - Sawyer Isle Trainlines**
Revamped the railways on the Sawyer isles with scenic coastal cliff and valley routes, rail-road crossings and a new large train depot. The outbound connection has been relocated from the north to the west coast of the island, with a new route to the south which connects to the New Arid biome if the DLC is enabled.
**Feature - Mining and Refining**
New Mineral Drill vehicle component for mining coal and ore from the ground.
Updated the Dean Hall (Sawyer) and Old Arnold (Donkk) quarries with coal deposits. Updated the Underwater caves with uranium ore deposits. Coal gantries at the quarries have been removed.
Renamed coal ducts/funnels/hoppers to mineral ducts/funnels/hoppers and added mineral type filters.
Uranium ore can be refined into Ingots at the XFury Drilling Co. in the arctic.
**Feature - Workbench resource storage**
Tiles now have an internal inventory for Diesel, Jet Fuel, Coal and Uranium Ingots. Information for tile inventories can be viewed on the fast travel tooltip for a base or within the workbench itself by expanding the currency button in the bottom right of the editor.
The Auto-refuel setting has been removed: Instead of filling inventories with fuel using money the resources are directly consumed from the workbench's inventory.
A new default addon 'default_resource_storage' has been created to supersede 'default_fuel_stores': Jet fuel and Diesel can be pumped out through the provided pumps, Coal and Uranium Ingots can be deposited via the hopper.
Uranium Ingots are now required to fuel nuclear fuel rods.
**[DLC] Feature - Arid Mega Island**
A vast 300 Square Kilometer territory featuring Salt Flats, Mesa Desert, Rocky Mountains and a Huge Volcano. A mix of truck stops and isolated industrial facilities are scattered throughout with an emphasis on truck and train logistics. Deliver ores to the foundry via rail or explore the abandoned nuclear facility (Bringing a hazmat suit is advised).
When the DLC is enabled the preset starting tiles (Beginner Outpost / Creative Island) will be replaced with their Arid island counterparts.
**[DLC] Feature - Animals and Stormwoofs**
Animals now spawn throughout the world of stormworks. Chase the seals in the arctic or race wild horses on the salt flats but watch out for bears in the woods.
Stormwoofs (Dogs) are a rare spawn that can appear near bases or residential areas in the world. Unlike other animals they can be issued commands with the new Dog Whistle component to assist you on search and rescue operations. Stormwoofs will alert players to nearby survivors by barking in their direction. There is a guaranteed spawn location at the North Meier Outpost and FJ Warner Docks.
Yes, you can pet the dogs! (and many other animals)
Additionally we have added a 'Bear Attack' mission complication for thematic rescue mission types
**[DLC] Feature - Metals and Metal Ore**
The Arid Biome is formed from mineral dense rock and is home to several quarries and mines, with gold ores scattered across the plateaus beneath the surface sand.
Players will find Iron, Aluminium, Uranium and Gold Dirt deposits, which require processing at specialist facilities scattered across the islands.
- Gold Dirt can be sifted for Gold Ore at the Ace Master Separator. - Refine Uranium Ore at the Uran Wind Power Plant. - Smelt Iron and Aluminium and Gold Ores into ingots or temper Iron Ingots with Coal to make Steel at the Empire Industries Foundry - Purify Dirty Gold Ingots into Pure Gold Bars at the Mallamar Mineral Lab
Fixes:
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.
Revert - Reverted a fix to damage parsing that was causing highly increased load times for vehicle states Fix - Crash caused by new train wheel assembly 3x particles Fix - Improved client catchup when under high render load Fix - #13755 Adjusted physics triangle culling (holes in floor) Fix - Birds maximum flight height increased Fix - #13641 Rail junction tile with incorrect connection flag Rework - Tile generation reworked; seeds should persist in future versions Rework - Coal (and Minerals) ground despawn time increased to 60sec Rework - Coal (and Minerals) now sink in water Rework - Updated mineral duct component network events for better sync Rework - Mission characters no longer apply their orientation (Fix NPCs facing away from player) Rework - 'First time' new game auto-setup now disables DLC
Misc Changes:
Added links to DLC store pages on the main menu if they are not owned.
Updated some dedicated server config names to reflect their in-game counterpart. These were added as aliases so old names will continue to work: aggressive_animals="true" sea_monsters="true" infinite_resources="true"
Addon Lua:
Return false instead of error when dlc lua functions are called from non dlc save Fixed DLCWeapons script access error Fixed property.slider not displaying decimals Voxel-pos support for all set/get vehicle component functions get/setVehicleHopper can now set mineral inventory for all mineral holding components; and has an additional type parameter Added spawnVehicleRope Added getVehicleRopeHook Added getTileInventory Added setTileInventory Added dlcArid Added spawnCreature Added setCreatureMoveTarget
This week, we release a huge update to train wheels!
Steam Powered Wheels
The new steam powered wheel components include train wheel pistons and linked drive wheels. These are modular parts where chains of drive wheels connect together with drive wheel linkages. A connecting train wheel steam piston will also link to the drive wheels, converting pressurized steam into driving force.
These new steam drive wheels come in multiple sizes and wheel types, from solid wheels to spoked and counterweighted.
Other Train Wheels
We have also added other train wheels! These new components include steam era leaf sprung stock wheels, as well as modern styled wheels in single, double, and triple configurations. This allows much more customization and replication of designs.
Mechanical Reworks
Train wheels now work differently! The wheels no longer pivot freely, and are fixed in the orientation they are placed. If they twist to too high a degree, they will derail. Derailment becomes more likely with speed as well.
Brakes are also reworked, and now have high high holding power at low speeds, so when applied, brakes should firmly hold your train in place.
This is a massive rework of train wheels, and just in time for the new DLC release on Thursday next week, featuring hundreds of km of train lines.
Thank you to all the players who have asked for improved train wheels. We look forward to hearing your thoughts and feedback on this new minor update!
The new Industrial Frontier DLC arrives on Thursday at 5PM UTC / 10AM Pacific Daylight Time! We will be hosting the launch party around 1 hour before then, as a stream on the Steam Store page. Please join us!
Much love <3,
The Stormworks Developers
Patch Notes
v1.5.17
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 - New Train Wheel Assemblies and Pistons (#2393 #14402)
In this update we have reworked our train bogie code and added a variety of new parts: - Added several new train assemblies of varying size - Added steam train assemblies and pistons that link together when placed in sequence - Updated the braking mechanic to prevent rolling on slopes - Updated how trains attach to the track for improved cornering - Added a derailing mechanic for train bogies turning through critical angles which are more sensitive at high speeds
Fix - #9407 Fix pipe components being draggable in unintended axes Fix - #10449 Mesh error at Kalopsidiotis Chemical Storage Fix - #10680 Detonator antenna sticks out of the block Fix - #10987 AWACS radar has missing/transparent textures at certain angles Fix - #12970 Cable anchors received data issues when disconnected by players Fix - #13178 Logic slot name typo Fix - #13224 Memory Register typo Fix - #13233 Winch description semantics Fix - #13236 Reversed mass changes to tank track parts Fix - #14291 Incorrect Description for Laser Sensor (Missile)
The Industrial Frontier DLC is almost here, arriving on October 13th at 5PM UTC / 10AM Pacific Daylight Time!
In this announcement, we discuss new information and details on this new DLC. We also have an incredible month of updates planned, with hints below on next weeks minor update, as well as a Halloween update in the works!
The New Biome
The new arid mainland is the new, dry biome, inspired by various deserts, canyons, mountain ranges, and styles of geology from around the world. Different areas of the new mainland represent the style and nature of various world locations, each blending into the next to create a varied and diverse landscape.
There are various built locations around the world, including an abandoned and damaged nuclear power plant on the coast (with low levels of radiation), a large oil and gas storage yard, abandoned iron ore mine and ore terminal, huge flat salt plains with ship wrecks reminiscent of the Aral Sea, metal works and foundry, gold ore separator, deep uranium mine, a radio frequency telescope inspired by the Arecibo telescope, and many other unique locations.
The new biome is 30km from end to end, 400 square km in total, and surrounded by many new small dry islands. The many dozens of new locations and landmarks across the islands are named in honor of the many great Stormworks vehicle creators who have shared their creations on the workshop.
New Rail
The new railway lines are extensive and are designed to largely form loops, as well as provide freight access to many of the new industrial locations. As well as routes and junctions, there are various shunting yards to allow for more of the operations required in rail freight. Next weeks minor update will make further big improvements for train gameplay,
Mining and Refining
The new mining system adds a new mining drill component, which can drill mineral patches to break down and extract minerals. These minerals can be held in hoppers in a similar way to coal. New mineral types include iron ore, aluminium ore, gold rich dirt, and uranium ore. These can be refined and reduced via the metals foundary, dirt separator, centrefuges, and industrial laboritory. Pure metal ingots can be sold at the metals trading yard, while uranium ingots can be taken to workbenches for building uranium fuel rods in career.
Animals
The new animals are largely grouped into some main categories: domestic dog breeds, farm animals, predators, and herbivores. There are around a dozen breeds of dog, from traditional working dogs such as German Shephards, to less traditional search and rescue canines, such as the Pug. Farm animals include breeds of horse, sheep, cow pig, goat, chicken, etc. Predators include types of bear, wolves and more, while prey includes types of hare, deer, etc.
As a reminder of the upcoming timetable:
Oct 7th: Train themed minor update
Oct 13th: Industrial Frontier DLC Launch
Oct 25th: Halloween update
Thank you to everyone for all the support we have received. We are super excited for the upcoming expansion and can't wait for release! We look forward to your feedback, and see you next week for the minor update.
In this weeks update, we are adding a new component - the missile laser sensor component!
The missile laser sensor works a lot like the radar sensor, except it locks onto laser points rather than radar contacts. This greatly assists the creation of compact laser guided missiles and bombs.
This new sensor is similar to the laser point sensor, except it is smaller, cylindrical, and has the same composite output as the radar missile sensor, allowing simpler and more compact munitions.
We have included a new preset vehicle to help players get started with the new sensor. It works in a very similar way to the radar missile sensor, so you should be able to do a simple sensor swap-out on any existing missiles you have made. In our tests, it works great for both LG missiles and also bombs.
Thank you to everyone who gave feedback on last weeks announcement! We have been overwhelmed by the level of support and enthusiasm for this update and we can't wait for release!
Here is a quick recap of the roadmap to release:
30th Sept - More info and details of the Industrial Frontier DLC
7th Oct - Minor update including some very highly requested new components
13th Oct - Stormworks: Industrial Frontier DLC launch
We look forward to hearing your feedback on this weeks update. Be sure to join us next week for more important info on the Industrial Frontier!
Much love <3,
The Stormworks Developers
Patch Notes
v1.5.15-16
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 - Missile Laser Sensor (#5754 #6954)
Fix - #3713 Game music doesn't stop when returning to main menu Fix - #7177 Charger sometimes not functioning as intended due to block placement order Fix - Rope states not updating on client join Fix - Held rope animation not matching hand position Fix - #13070 Removed non-functional MC editor 'Don't show in inventory' option Fix - #2633 Removed arrow rendering from logic links for improved performance
On the 13th October 2022, we will be launching the new Industrial Frontier Expansion!
New Lands
The Industrial Frontier update includes a new 400 square km arid mega island. This is a huge new location, and is two times bigger than the current largest island. Overall, this expansion doubles the total land area in Stormworks.
To the south of the Stormworks world, this warmer location is a combination of salt flats, arid cliffs, hills, canyons, volcano, industrial facilities, bases, and more.
New Rail
The new location includes hundreds of km of new train line and roads, including loops, switching stations, storage yards, bridges, and more.
Mining and Processing
Several new mines and quarries are introduced, with new surface mineral deposits that can be mined using the new mining drill. The extracted ores can be transported to refining and processing facilities and foundries, to reduce them to pure metal ingots that can be sold at the metal trading yard.
Wildlife and Farms
The new wildlife system introduces dozens of species of animals, including wildlife such as deer, badgers, horses, hares, farm animals such as cattle, sheep, goats, as well as aggressive animals such as various types of bears, wolves, and more.
Stormwoofs
Many species of trained and domesticated dogs are introduced in the Industrial Frontier. They are a rare encounter but also a useful friend, and will follow instructions given by a dog whistle, as well as having a keen sense for survivors.
Additional Free Content
The Industrial Frontier expansion is a DLC and so will be a paid update. However, we will also be releasing a free major update at the same time, including an industrialization of the Sawyer Isles with loads of new rail line across the island, and the new mining mechanics for coal and uranium will also be included in the base game, with a new career fuel management system.
We cannot wait to share this new release with you! More details will come soon.
In this weeks update, we are adding 20 new military uniform items to the wardrobe!
For a long time players have been specifically asking for these outfits, more tools for role play, and better outfits to match the Search & Destroy DLC. In response, we are adding these new outfits to the base game for all players. To access these new outfits, check out the wardrobe in game.
For these outfits, we have been inspired by specific sections of the armed forces of various countries. Obviously the outfit set is non-exhaustive with the countless armed forces and their many uniforms from across the world, but we are also supporting color picking with these new outfits, so combined with the 20 clothing items, there is a new wealth of styling now possible.
As always, this update comes with many fixes and improvements. Please see the patch notes below for details.
We look forward to seeing how players use the new outfits and what you get up to!
As a reminder, we are planning a big announcement next week so join us then for the big new info!
Much love <3,
The Stormworks Developers
Patch Notes
v1.5.10-14
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 - Military Uniform Outfits
20 New military themed clothes and hats available for all players in the wardrobe.
Feature - #7836 Added a new custom menu setting to disable lightning for accessability Fix - Lightning sound now respects the environment master audio slider Fix - #12176 Diagonal sloped block faces not being repairable with the welding torch Fix - #12263 Mesh issues at train terminal Fix - #12347 Radars now ignore rotor child physics Fix - #12355 Medium Turret Ring mesh issue Fix - #12397 Clutches no longer instantly engage/disengage Fix - #12398 Unable to detach ropes while both rope anchors are within max equipment rope length Fix - #12489 Impact detector typo Fix - #12622 Boiler's light goes through blocks Fix - #12654 Spelling issue in piston description Fix - #12675 Renamed Megalodon button to Sea Monsters to indicate that it also disables the Kraken Fix - #12812 Characters accumulating speed from nearby tornados while being carried Fix - #12838 Characters with invalid outfit values appearing invisible Fix - #13590 Torque crank buoyancy missing surface
It is announcement week! We have planned the next few minor updates and announcements and are sharing the roadmap:
9th Sept 2022 - Minor Update
This minor update includes a big set of new wardrobe items with a Weapons DLC theme! The outfits will be available to all players including non-DLC owners. More info when we release this next week.
16th Sept 2022 - First Details on Next Major & DLC
We will be announcing the first info on the upcoming free major update and paid DLC. We are announcing them together as they will be released together!
23rd Sept 2022 - Minor Update
This minor update includes a new sensor type component and some quality of life improvements.
30th Sept 2022 - More Major & DLC Info
This update will be a deep dive into the features and content in the upcoming big release, with lots of details.
7th Oct 2022 - Minor Update
This minor update is still a work in progress, but we expect to be a very popular minor update with lots of new components.
We have some awesome plans coming up and are really excited to share. More info coming soon!
It is minor update week! In todays minor update, we are adding new manually operated components! These include:
The Hand Crank
The hand crank is a person-powered lever that when interacted with, produces a small amount of torque. This allows simple systems to be operated by hand where the torque requirement is low, or where some manual operated backup is required.
The Tap Valve
The new manually operated valve is a fluid on/off valve that can be toggled by hand, without need for electricity or logic. This is very useful for a variety of things, to more authentic steam trains, to emergency release or override systems, or just simpler, more mechanical operation of fluid systems.
The Lever Pump
The new lever pump is a new hand-powered pump that will push fluid while the pump is being interacted with. Again, this is useful for several situations where there is backup, emergency, axillary function, or manual operation just fits the era or style of your creation.
We hope you enjoy these new parts! And please do check out the patch notes below for details on all the fixes and improvements also included in this update.
And now for some quick notes to manage expectations:
Recently we did suggest upcoming audio improvements! In that post we said "We hope this will bring a big improvement of quality of audio over the coming months", but some players showed acute bewilderment when the following update wasn't audio based. That announcement was just about how we are creating a permanent audio engineer role at the studio and we are starting a long term mission to have better audio in our games, starting with Stormworks. Development takes time but I hope we will see a few audio updates, released perhaps every 2 or 3 months. The improvements are coming!
Many players are predicting that the upcoming potential DLC could be space themed. This is not the case. We love the idea of a space update, but we started this next potential DLC a very long time ago, long before the recent uplift in suggestions for space. However, we are really excited about the update we are making and expect it to have a huge impact for a lot of players. We will hopefully be making a big announcement with all the details in October.
We look forward to all your thoughts and feedback on all the new manually operated parts!
Much love <3,
The Stormworks Developers
Patch Notes
v1.5.9
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 - #2486 #2712 Manual pump, crank and valve Feature - #8074 Add keyboard binding support for vehicle editor Rework - #12436 Improved steam piston code for a smoother and more consistent behaviour Rework - #12441 Steam Piston now outputs the cam rotation instead of extension factor so stroke direction can be determined Rework - Starting weather state is now more heavily affected by world seed Fix - #8934 Fix tick delay consistency issue with Up/Down gate Fix - Players receiving healing when disconnecting from the server from a previously used medkit Fix - #11620 Fixed setVehiclePos not failing when passed nan values, adjusted processing for safe teleport (fix will only apply to new saves) Fix - #11835 Suspension labelling mistake Fix - #11851 Increased size of wheel colliders to better fit visually (old wheels sink into floor less) Fix - #11993 Seats not showing Trigger label if there is no labelled hotkey or axis Fix - #12091 Terminal Endo Hole in map Fix - #12865 Body armour double names Fix - #12918 Moved several non-sensor components out of the sensor category