This update introduces the new saddle seat! This is a new seat type useful for bikes, jet skis, snowmobiles, etc. Both seat only and seat with handlebar variants are included.
As well as these new parts, we have added new torque connectors similar to electric connectors. These are requested by players and useful in situations where you want a flexible power link. We have also added a small robotic part which can transmit torque.
We have also added the name label to handles and viewing scopes for helping players annotate their creations.
Please see the patch notes below for details in this new update. We look forward to your thoughts and feedback.
Feature - saddle seats - new seat components, with and without handlebar controls Feature - torque connector, similar to electric connector except for torque Feature - handle and viewing scope name labels Feature - small torque robotic connector, similar to existing one except small Fix - fires now burn correctly inside sealed rooms Fix - screens now obstructed by fog when viewing through a viewing scope Fix - IR camera mode now works correctly when using viewing scope Fix - resolved issue when disconnecting from viewing scope in high speed vehicle Fix - resolved issue when no-clip mode would teleport to starter island when using viewing scope Fix - improved viewing scope gamma level
v1.14.3 - The Update!
Dear Stormworkers,
This update introduces the new firefighter outfit with self-contained breathing apparatus. This new outfit is useful when going into a sealed vehicle compartment where there is a fire - fire consumes oxygen and produces harmful fumes, and when the fire goes on for long enough, it can become harmful to breath inside one of these enclosed spaces. This outfit provides the ability to breath in these smokey spaces.
We have also introduced another new feature - the release logic node on train wheels. It is now possible to use logic to dismount trains and rolling stock from tracks. Players have been requesting this, with the intention of lifting trains between tracks, or moving them onto ships for transport. Other players are interested in making trucks that can ride tracks.
Many more of the animals and creatures in the world can now be carried if they are an appropriate size. We have also added a new preset of a trailer, as well as adding new fire missions content.
Please see the patch notes below for full info including other fixes and improvements.
We hope you enjoy this new update and look forward to your feedback!
Feature - Firefighter SCBA Outfit Feature - #19848 #16936 Train wheels release from track logic node Feature - #25605 The majority of the small/medium non-hostile creatures can now be carried Feature - New Trailer preset Feature - Added fire missions for new game locations
Fix - #26800 Updated naming convention for missile laser logic nodes Fix - #26984 Warning light mesh issues Fix - #26993 Electrical cable anchor missing warning Fix - #27020 Large warhead voxel asymmetry Fix - #27083 Resolve translations not rebuilding on language change Fix - #27083 Resolve item inventory tooltips not localized Fix - #27086 Addon lua docs minor fixes Fix - Default fire mission, bollard and signal fixes
v1.14.2 - The AI Infantry Update!
Dear Stormworkers,
For Search & Destroy Weapons DLC owners, this update introduces enemy NPCs equipped with weapons, as well as new capabilities for enemy AI vehicles.
Players have long been requesting updates for the Weapons DLC. This update introduces the ability for NPC characters to be equipped with weapons, and assigned a hostile state, to engage specific characters and vehicles. This functionality is available to all modders via the lua API.
We have also implemented this new feature in our own enemy AI add on, introducing some enemy infantry to some locations.
We have updated the enemy vehicles to include other weapons such as radar seeking missiles, and rockets.
As well as these new features, we have also added some additional fixes and improvements. Please see patch notes below for info.
We look forward to your thoughts and feedback and hope you enjoy these new updates!
Feature - API to allow NPCs to be equipped with specific items Feature - API to allow NPCs to be set to hostile state Feature - (Search and Destroy DLC) Enemy AI infantry added to combat add-on Feature - (Search and Destroy DLC) Enemy AI vehicles may now be equipped with missiles / rockets Fix - Resolved grenade being paintable Fix - Lobsters and crabs can now be caught on dedicated servers Fix - potential crash fix related to ropes Fix - (Search and Destroy DLC) Fixed one of the enemy AI vehicles sometimes not being able to reload cannon
V1.14.1
Fix - changed flag rendering to have normal lighting Fix - set flag shader to be moddable Fix - updated Zimbabwe flag graphic
v1.14.0 - The Sailing Major Update - OUT NOW!
Dear Stormworkers,
The Sailing Major Update is out now!
Vehicles with sails are now possible with the new sail anchors - link 4 anchors together with ropes to generate a sail. In the style of Stormworks, these new parts are modular so players can use and arrange them as they wish to create a huge variety of styles, setups, and creations. The sails will mechanically respond to the wind, with various physical effects including a wing-type effect when the sail cuts through the wind at a fine angle. In our testing, sail boats can travel at the top end of realistic speeds in moderate wind.
Keels have been added as a companion component to sails, to help balance ships and keep masts upright despite the wind force pressing on the sails.
New flags are available in multiple sizes and can have their pattern set in the properties.
Check out the new sail boat preset for an overview of the setup of a working boat. As in real life, an efficient sailing boat design is finely tuned and it is easy to create a poorly balanced or proportioned vessel, and many real world sailing boat design considerations will come into play.
We look forward to your feedback on this new update!
Sails can be formed with 4 Sail anchors in a square, similar to fishing nets. The logic node on the sail anchor allows the sail to dynamically adjust its size to fit the anchor positions. A Keel is required to balance the rotational force of the sails on the boat. Flags come with a large variety of preset options and are texture driven so can be overridden by a mod.
Upcoming - 12 March - Sailing Major Update
Dear Stormworkers,
The Sailing Major Update releases in 2 weeks, on the 12 March!
This new update includes the new sail anchor part. When 4 sail anchors are linked together in the editor with the rope tool, a sail is generated. Sails react to wind in the expected way - they will billow out as they catch the wind with simple cloth physics, and catch the energy of the wind. These anchors have an input node to allow the sails to be resized - when this signal is active, the size of the sail will relax towards the area set out by the anchors.
The new keel component is a companion part to sails, adding forces to counter tilt and keep the boat upright. The keel acts a large heavy fin that can be fitted to the bottom of a hull and comes in 3 sizes.
To make sure this is the flappiest update yet, we are also adding flags! The new flags come in 3 sizes, and over 160 different flag designs are selectable. These designs include many countries, flat colors, popular youtubers, community memes such as skill issue, in-game brands such as clam oil, and pride flags! Flag designs are driven by a texture and can therefore be modded.
Sailing boats can be made in the usual Stormworks style, where players have all the freedom to make different sail shapes, rope rigging, booms, etc.
We look forward to sharing this new update with you soon!
Much love <3,
The Stormworks Developers
V1.13.6 - HOTFIX
Fix - reverted propeller change due to changing game behavior for some players Fix - resolved dropped frames with damage rebuilding
v1.13.5 - The Head Mounted Display Update!
Dear Stormworkers,
Head mounted displays are here! Connect your microcontroller video feed to a seat with a video input, jump into the seat, and use the overlay rendering to show any data over the top of the players view.
The system works in a similar way to the screens and the viewing scope. The resolution is the same as the viewing scope. This is more similar to a head mounted holographic lens rather than a worn augmented reality display, as the image blends additively.
We have also added pitch and yaw rotation output data to the composite output of gimbal cameras. This is in addition to the laser target position which is still being output. This is in response to player requests, to help with logic systems.
This update also includes some fixes. Underwater rendering is fixed for the viewing scope, and other fixes are described in the patch notes below.
Feature - #2818 Seat helmet HUD overlay Feature - Stabilized camera pitch and yaw composite values Fix - #27099 Viewing scope underwater shading effects Fix - #26571 Initial world autosave time of day incorrect Fix - #26574 Underwater propellers applying relative fluid force in wrong direction Fix - #26570 Jet engine turbines now explode correctly when exceeding their max rps Fix - #26570 Damage meshes are now rebuilt correctly for all components with self damage mechanics
Upcoming - Head Mounted Displays and Sails
Dear Stormworkers,
We are hard at work on the upcoming updates, with head mounted displays due in 2 weeks, and the sails major update due in March.
Head mounted displays are effectively a lua driven screen that renders as an additive overlay on top of the players view. This is effectively a head mounted HUD.
Seats with the head mounted display option will have a video input node, which serves as the video feed. The screen is the same resolution as the overlay of the recent viewing scope component.
Sails are in their final stage of testing, and have been very interesting to work on, with sailing being a complex topic with many aspects.
Our implementation of sailing respects many real world behaviours. The size and shape of your sails drives the physics calculations, and the angle of attack relative to the wind controls the amount and direction of thrust. Very slight angles of attack creates an additional wing-like aerofoil effect true to real racing sails.
Real sail boats are very precisely designed, and adjusting any property such as size, center of mass, drag, sail positioning, rudder, etc. by even a small amount can turn a high performance boat into an ineffective design. Similar to real life, not all sailing concepts work. We have been testing and playing, and it is very rewarding to experiment with designs, and see the changes in boat performance and handling change as a result. Learning more about real world sailing has helped me with my in-game designs. We will include an example sail boat as reference in the presets.
As many have pointed out, the hydrodynamics in Stormworks are tuned to be more viscous, to balance the game to work with a broader variety of designs. To manage the impact of this on sails, we are adding the keel component, which applies additional forces to stabilize a sailing boat. These forces include rotational stabilization to avoid being rolled by the wind, as well as momentum stabilization to help ships carry their energy through turns.
We look forward to releasing these updates in the coming weeks and look forward to your feedback!
Much love <3,
The Stormworks Developers
v1.13.4 - The Viewing Scope Update!
Dear Stormworkers,
This update introduces the new viewing scope component!
Interact with the viewing scope to enter a full screen mode, which renders a video stream from a camera at native resolution. The viewing scope also renders lua overlay with the resolution of a standard large screen.
The new viewing scope is ideal for observation cameras on helicopters, remote control weapon turrets, submarine periscopes, tv guided missiles, etc. where higher detail on a camera feed is useful.
As well as this new component are a few minor fixes and reworks, please see the patch notes below for full details.
We hope you enjoy this new component and we look forward to seeing your creations and feedback!
Feature - #2835 Viewing scope component Rework - Removed deprecated parts from preset starter boat Rework - #26201 added group id return value to spawnVehicle and spawnAddonVehicle Fix - #26292 MC editor not sorting logic block items on open Fix - #26370 Stopped winches autospooling when not using number node for reeling Fix - #26550 Typo in inverse pyramid 1x2 name