Update1.0.x

Last-modified: 2021-02-06 (土) 09:52:08

2021/01/23 v1.0.29 - The Physics Optimization Tools Update

英語原文

https://store.steampowered.com/news/app/573090/view/5204439984594500238
Dear Stormworkers,

This week, we are adding new tools for optimizing the physics performance of your vehicles!

Performance optimization tools are something that have been frequently requested, and we have been listening carefully! Thanks to all players who let us know they were looking for better optimization!

Read more about optimizing your vehicles in Stormworks.

F2 Physics Tool

The F2 physics visualization tool is back! This is a developer tool, but we have re-added this as it can be useful to players. When pressing F2, your vehicles will render in physics display mode. Each physics shape is shown in a different color, so you can easily see how Stormworks is building the physics representation of your vehicle.

How Does Stormworks Build The Physics Shapes?

Stormworks uses our own, internally developed technology to turn hundreds of thousands of voxels into a much smaller number of convex physics shapes. This process is lossless, so the physics representation is still fully detailed and accurate.

The algorithm is sensitive to how you have built up the shapes in your vehicle, and some arrangements of blocks are much easier to simplify than others.

Physics Flooding Block

We have added a new block that will flood internal compartments within your vehicles with physics - without adding weight. This is extremely useful for flooding internal areas of your vehicles such as inaccessible areas of your ships hull. Filling these zones makes it much easier for the physics system to optimize your shapes!

Using the block is simple. Simply place the new physics flood block within the enclosed compartment, and make sure there are no wedges or pyramids within the inside of this compartment. The physics system will now have a much easier time creating simpler, faster physics for your vehicle!

Our own testing has shown that just a few minutes placing these blocks can improve physics on most vehicles by at least 20%.

We can't wait to hear what players think of these new tools and what performance gains you can find!

We are also planning another Question and Answer session! Please submit your constructive and short questions here, and we will try our best to answer them in a video soon.

Please see the changelog for the usual list of fixes and improvements.

Much love <3,

The Stormworks Developers

v1.0.29

Feature - Physics Flooder Optimisation Block
Feature - Fluid Spawner spawn level property
Feature - F2 Physics Debug Mode

Rework - Scripts are now initialized before Env Mod creation rather than during
Rework - Tutorial Starter Boat Optimisation
Rework - Editor Warnings Speed Optimisation

Fix - Added a heat zone to the Beginner Island House
Fix - Editor Warnings Undo/Redo issues
Fix - Editor Warnings reloading issues
Fix - Mutex issue that possibly caused blackscreen on world load
Fix - Vehicles Twilight zoning due to secondary physics after teleporting
Fix - Crash when object is spawned without its secondary physics
Fix - Solid Rocket Nozzles and Jet Engines often failing to destroy their ghost physics fully (Occasional Crash/Lag)
Fix - Fractional component masses showing as rounded numbers in the component inventory
Fix - Removed Empty option on fluid spawners
Fix - Crash when a vehicle's ghost objects are destroyed in the Addon Editor
Fix - Intermittent crash when disconnecting a rope and despawning the vehicle
Fix - Vastly improved network efficiency for setVehicleButton and setVehicleDial

Addon Lua API Update Changes:

Functions that were directly updated and need replacing in scripts
===
spawnVehicle -> spawnAddonVehicle
spawnVehicleAppData -> spawnVehicle
getLocationIndexByName -> getLocationIndex
onSpawnMissionComponent -> onSpawnAddonComponent

Functions that were combined and may need replacing in scripts
===
getPlaylistIndexCurrent() / getPlaylistIndexByName(name) -> getAddonIndex([name])

Functions that updated but still retain their previous form as an alias
===
getPlaylistPath -> getAddonPath
spawnMissionLocation -> spawnAddonLocation
spawnThisPlaylistMissionLocation -> spawnThisAddonLocation
spawnMissionComponent -> spawnAddonComponent
getPlaylistCount -> getAddonCount
getPlaylistData -> getAddonData

New Functions
===
getVehicleData(vehicle_id)

v1.0.29(プレイリストLuaのAPIは省略)
機能 - 物理フラッダー最適化ブロックを追加
機能 - Fluid Spawnerのスポーンレベルプロパティ
機能 - F2物理デバッグモード
リワーク - スクリプトは、Env Mod作成中ではなく、Env Mod作成前に初期化されるようになりました。
リワーク - チュートリアルスターターボートの最適化
リワーク - エディタの警告速度の最適化
修正 - ビギナーアイランドの家に暖かいゾーンを追加しました。
修正 - エディタの警告の元に戻す/やり直しの問題
修正 - エディタ警告のリロード問題
修正 - ワールドロード時のブラックスクリーンの原因となっていた可能性のある排他制御の問題
修正 - テレポート後の二次物理によるビークルのトワイライトゾーニング
修正 - オブジェクトが二次物理を使わずにスポーンされるとクラッシュする。
修正 - 固体ロケットノズルとジェットエンジンがしばしばゴースト物理を完全に破壊するのに失敗する (時折クラッシュ/ラグ)
修正 - コンポーネントインベントリに、端数のコンポーネントの質量が丸められた数字として表示される
修正 - 液体スポーンナのEmptyオプションを削除しました。
修正 - アドオンエディタでビークルのゴーストオブジェクトが破壊されるとクラッシュする
修正 - ロープを外してビークルをデスポーンすると、断続的にクラッシュするよう。
修正 - setVehicleButtonとsetVehicleDialのネットワーク効率を大幅に改善しました。

2021/01/09 v1.0.26-27 - Distant Lights and Corner Pipe Joints!

英語原文

https://steamcommunity.com/games/573090/announcements/detail/2963898423203256389
Dear Stormworkers,

Happy New Year!

It is time for a minor update! This week we bring light highlights, so you can now see lights in the distance. This is a huge help for identifying runways, vehicles, or seeing distress flares and strobes.

This week, we have also added the long awaited 3 way corner pipe junction in pipe and block form! This component is frequently requested and completes the set of pipe pieces.

Distant Lights

Omni-directional lights now produce small glints in the distance, to better model the appearance of lights when they are far away.

This is particularly useful for Stormworks, where runway lights are very important to be able to see from distance, or where you are trying to locate a vehicle or player who have navigation lights, flares or emergency strobes. In effect, this small change to the cosmetics to lights is actually a very mechanical update, and is all about navigation and locating objectives.

It also makes vehicles and lights look better at distance, and improves the effect of navigation and landing lights, to help communicate your direction and intentions.

3 Way Corner Pipe

The final pipe piece is here! The pipe set is finally complete!

The corner pipe works just like other pipe components, creating junctions for fluids, gasses, or torque to travel along. This piece is useful where space is limited and the layout of other parts makes this particular junction necessary to fit everything in.

Winter Break

It has been a busy winter break! We have moved to our new office and were working hard over the break decorating the walls and reconditioning our furniture. Here in the UK, we are not allowed to use our office yet due to Covid-19, but we hope to move in soon enough. In the mean time, we will continue with our development plans working from home.

Questions and Answers

In case you missed it, we did a Q&A video over on MrNJerseys Youtube channel. It was really fun to talk about Stormworks and share upcoming development info, and we think these should become a regular feature to engage with players and better communicate the development plans.

We plan to keep progressing and balancing the new modular engines, and are very excited to get to new fixes and features in this new year.

As always, there are plenty of other changes and fixes in this update, so please see the full change log below for details.

We look forward to reading your thoughts and feedback on this new update!

Much love <3,

The Stormworks Developers

v1.0.26

Rework - Experimental Internal torque damage is now tied to 'Engine Overheating' setting instead of general 'Vehicle Damage'
Fix - Wheels killing/launching players
Fix - getPlaylistIndexByName() functionality
Fix - Disabled Load button during Saving
Fix - Multiplayer CTD caused by returning a vehicle to workbench that is connected via rope to another object

v1.0.27

Feature - Runway Lights and Distant Light Flares
Feature - Pipe Angle Corner and Pipe Angle Corner (Enclosed)
Fix - CTD on setCharacterSeated with an object with no loaded dynamic object

v1.0.26
リワーク - 実験的な内部トルクダメージが一般的な「ビークルダメージ」の代わりに「エンジンオーバーヒート」の設定に関連付けられるようになりました。
修正 - ホイールがプレイヤーをキルする/はじき出す
修正 - getPlaylistIndexByName()の機能
修正 - 保存中にロードボタンを無効にした
修正 - ロープを介して別のオブジェクトに接続されている車両をワークベンチに戻すと発生するマルチプレイヤーでのCTD

v1.0.27
機能 - 滑走路のライトと遠方のライトフレア
機能 - Pipe Angle CornerとPipe Angle Corner (Enclosed)
修正 - ロードされていない動的オブジェクトへのsetCharacterSeatedでのCTD

2020/12/12 v1.0.25 - Vehicle To Vehicle Fire Spreading + Compressed Saves

英語原文

https://steamcommunity.com/games/573090/announcements/detail/2949259187583541440
Dear Stormworkers,

This week, as a minor update, we are adding vehicle to vehicle fire spreading, and have also added game save compression.

Now, when two vehicles collide with a little force, there is a good chance fire will spread from one vehicle to the other. At the point of contact, fire can spread if that point on either vehicle is currently on fire.

Fire spreading collisions require a little force, but much less than the amount of force required to do damage.

This change only makes fires more able to spread, more able to get out of control, and more deadly. If you are responding to a vehicle fire on land or at sea, please use caution! A small contact could set your vehicle alight and leave you stranded in the ocean on a burning ship!

Game saves had grown considerably in size the past few weeks since we added AI ships, so we added save compression to reduce game saves down in size. Saves typically reduce in size by over 90%. This also resolves several player issues where some players experienced slow downs during saving. We also addressed the issue with slow downs after loading previously saved games.

Save games remain backwards compatible so your old saves will still work.

The reduced save file size will also help us when adding more vehicles to the world, such as AI helicopters and planes that we plan to implement over the coming months.

Thanks to everyone who gave feedback on last weeks upcoming announcement! I don't think we have ever had so many comments on an announcement before.

As always, see below for the full list of changes including fixes and changes.

Also, be sure to check out experimental branch if you are interested in the modular engines. We added loads of new components this week and updated some mechanics. It is all a work in progress so some imagination is required but gives a sneak preview on what we are working on.

We look forward to hearing your stories about spreadable fire and other feedback :-)

Keep an eye out for a one off extra announcement early next week! We will be sharing some very big news as well as plans for 2021. We can't wait to share this info and will post it here on Steam announcements when we have all the info together (probably on Tuesday!).

Much love <3,

The Stormworks Developers

v1.0.25

Feature - Fire surfaces now spread between vehicles upon physics contact
Feature - Game saves now compress vehicles (Smaller and faster saves)

Fix - Lag Issue after reloading a world with AI vehicles in waiting state
Fix - onCharacterSit not correctly returning object ID
Fix - PID Max Error not saved when returning a vehicles

v1.0.25
機能 - 物理的な接触時に車両間で火の表面が広がるようになりました。
機能 - ゲームの保存が車両を圧縮するようになりました。

修正 - AI車両が待機状態のワールドをリロードした後にラグが発生する問題を修正
修正 - onCharacterSitがオブジェクトIDを正しく返さなかった。
修正 - 車両を返すときに保存されないPID Maxエラー

2020/12/05 Upcoming - Major Update Details (v1.0.24 fixes)

英語原文

https://steamcommunity.com/games/573090/announcements/detail/2926740555247532252
Dear Stormworkers,

This week we will discuss the upcoming major updates we have started working on, and are in the pipeline to be delivered to players over the coming months.

We have taken players feedback, as well as the latest poll results very seriously, and aim to make the best improvements we can to your game.

Let's discuss the roadmap for upcoming major updates!

Modular Engines

Modular engines are currently being publicly tested over on the experimental branch of the game. So far we have added components for 1, 3 and 5 scale engines. We have already shared a render of the modular engine meshes, with many components yet to add, and balance yet to be completed.

We are hoping to make solid progress on modular engines over the next few weeks, and get more components and a better balance on experimental as soon as possible. Modular engines will be the next major update.

Nuclear Power

We are currently looking at component designs for nuclear power. The design concept is that nuclear reactors would be large and heavy and serve as a propulsion system for the biggest ships and submarines.

We are considering including components such as nuclear fuel rods, reactors, steam generators, steam turbines and condensers. In this way, nuclear reactors would be modular and players could arrange and connect them in many ways depending on their application.

We are still early in the design phase and would love to hear players ideas and feedback.

Steam Engines

We are currently looking at component designs for steam engines. There would be some component and system cross over with the nuclear steam components, but would be a lower sized and lower power set for medium sized vehicles.

Components could include coal bunkers, coal screws, furnaces, boilers, and piston drivers.

Let us know your thoughts and ideas, and what applications you would like to see steam engines used for.

More AI Vehicles

With AI boats now live on the main version of the game, we are also looking at AI helicopters and AI planes. These new vehicle types would work in a similar way to boats, with the seat type tagged to use a specific AI type and control input scheme. You would occasionally see aircraft in the sky flying past.

We are working on a set of AI compatible vehicles, the new AI code for piloting them, and the updates to the AI vehicles script to support spawning them.

Vehicle Weapons DLC

As the close second most highly voted request on the most recent poll, modular vehicle weapons are in development. This will be a paid DLC to reflect how big a change it is to the game experience, and to protect the base game as a search and rescue sandbox.

We are considering a variety of vehicle weapons, from 50cal machine guns, up to huge howitzer cannons, or explosive charges for your own mines, missiles, and torpedoes. The gun systems would be modular to incorporate gun cycle and chambering mechanics, and ammunition handing and feeding mechanics. Weapons would cause damage in a similar way to collisions and the new explosions that we quietly added in version 1.0.

With weapons and all other features in development, we look forward to working with players to design the best possible new features for Stormworks.

We have our work cut out, with many months of work planned. We continue to carefully consider players feedback and will be sure to run another poll after we have had chance to release at least a couple of these features so all players can have a fair say in the future direction of Stormworks.

We have also made some fixes and improvements. See patch notes below!

Much love <3,

The Stormworks Developers

Patch Notes

v1.0.24

Rework - Added Max error value setting for the PID block (set to zero to disable clamping)

Fix - Quit button disabled for multiplayer clients
Fix - Quit button disabled while incapacitated
Fix - Stormworks not responding while saving
Fix - SetVehiclePos() not correctly updating vehicle physics positions
Fix - Updated AI vehicles script to remove unused objects that were causing errors

v1.0.24
リワーク - PIDブロックの最大エラー値設定を追加(ゼロに設定してクランプを無効化)

修正 - マルチプレイヤークライアントでは終了ボタンが無効になる
修正 - 無力な状態では終了ボタンが無効になる
修正 - 保存中にStormworksが応答しない
修正 - SetVehiclePos()が車両の物理位置を正しく更新していなかったのを修正。
修正 - AI車両スクリプトを更新し、エラーの原因となっていた未使用のオブジェクトを削除しました。

2020/11/28 v1.0.22 - The A.I. Ships Update!

英語原文

https://steamcommunity.com/games/573090/announcements/detail/2926739921532329924
Dear Stormworkers,

This week, we bring you AI ships! There will now be hundreds of AI ships passively sailing in the ocean. These ships are persistent, and will continue to move around the world even when you are not around. These ships are on journeys and path-find across the ocean to reach their destination.

This feature has been on experimental, but is now in the main version of the game.

If you want to add your own ships to the AI system, follow the guide here: https://youtu.be/DyXhPy1oegc Remember, vehicles with big or complex physics will slow the game down, so please Stormworks responsibly.

To achieve this new feature, we have added a new property to seats: "AI Type". You can now set the type of AI to be used by NPCs on that particular seat. Right now, there is only one type of seat AI (ship piloting), and only NPCs that have had their AI activated via scripts are able to use these seats - but many of you will see the direction this may be headed!

We have also added new Lua functions to modify the AI state of an NPC - including being able to enable and disable AI capability, and set an AI action such as pilot to a destination.

Could this feature be extended to allow players to hire NPCs with AI capability, place them in seats, and give them orders? Are there other ways we could extend this feature? Let us know in the discussion comments!

This new feature has been actively developed over the last couple of weeks on experimental branch so many thanks to all the players who have been trying it out and giving feedback.

In response to your poll results, we are prioritizing new features that the community have decided most important. AI Ships, Planes & Helicopters ranked no. 5 in your most recent poll. We also hope to add AI helicopters and planes in the future. Meanwhile, we have also begun working on other highly voted new features, all while continuing to fix bugs and issues.

We hope you enjoy this new feature, and find it gives more life and interest to the world of Stormworks!

As always, we look forward to hearing all your thoughts and feedback.

Much love <3,

The Stormworks Developers

Patch Notes

v1.0.22

Feature - New AI Ships Playlist and character/seat AI behaviour type

Rework - Manual saving now uses a background thread like autosaves
(It is not reccomended to exit the game during saving)

Fix - Added onVehicleDespawn callback for explosions
Fix - Large Rotors editor selection hitbox updates
Fix - Door editor selection hitbox updates
Fix - NPC characters taking damage
Fix - River boats should no longer be treated as land vehicles for towing missions

Playlist Api Changes:

server.setVehicleKeypad(vehicle_id, keypad_name)
value, is_success = server.getVehicleDial(vehicle_id, keypad_name)
POSITION_LIST = server.pathfindOcean(start_matrix, end_matrix)
POSITION_LIST | { i = {x = world_x, y = world_y, z = world_z}}

is_on, is_success = server.getVehicleButton(vehicle_id, button_name)
count, is_success = server.getVehicleFireCount(vehicle_id)
is_success = server.getVehicleTooltip(vehicle_id, text)
is_simulating, is_success = server.getVehicleSimulating(vehicle_id)
is_success = server.setVehicleTransponder(vehicle_id, is_active)
is_success = server.setVehicleEditable(vehicle_id, is_editable)
server.setVehicleTank(vehicle_id, tank_name, amount, FLUID_TYPE)
FLUID_TYPE |
0 = water,
1 = diesel,
2 = jet_fuel,
3 = air,
4 = exhaust,
5 = oil,
value, is_success = server.getVehicleTank(vehicle_id, tank_name)
server.setVehicleBattery(vehicle_id, battery_name, amount)
value, is_success = server.getVehicleBattery(vehicle_id, battery_name)

server.setAIState(object_id, AI_STATE)
AI_STATE |
0 = none,
1 = path to destination,

server.setAITarget(object_id, matrix_destination)

hp, is_incapacitated, is_dead, is_interactable, is_ai = server.getCharacterData(object_id)
server.setCharacterData(object_id, hp, is_interactable, is_ai)

v1.0.22(プレイリストLuaのAPIは省略)
機能 - 新しいAI船プレイリストとキャラクター/座席のAI行動タイプ

リワーク - 手動保存で自動保存のような背景スレッドを使用するようになりました。
セーブ中にゲームを終了することはお勧めしません

修正 - 爆発のためのonVehicleDespawnコールバックを追加しました。
修正 - 大型ローターエディタの選択ヒットボックスの更新
修正 - ドアエディタの選択ヒットボックスの更新
修正 - NPCキャラクターがダメージを受ける
修正 - 川のボートは、曳航任務のための陸上車両として扱われなくなった

2020/11/14 v1.0.21 - The LUA Functions Update!

英語原文

https://steamcommunity.com/games/573090/announcements/detail/2942501252548950157
Dear Stormworkers,

This week we are releasing a series of new and updated LUA functions that we have been developing in collaboration with players on the experimental branch!

With high demand, we have added many new functions for getting info about the world, as well as spawning and removing various objects. Many of these new functions have huge implications for what can be done with the scripting API, and many of these functions serve as a keystone for your projects.

We have been releasing these changes to the experimental branch as we have developed them. Now, with the benefit of player feedback, we are releasing them as a pack of functions in a minor update.

See the technical data below for a full list of changes to the API. This information is also reflected in the in-game API reference.

Meanwhile, we continue to work hard on the new modular engines and look forward to sharing the new features discussed last week. These new features will be released on experimental branch as we develop them, to give all players the chance to provide feedback.

We also have many new minor updates on the way, many of which use these new LUA functions!

We look forward to seeing what players build with the new API functions, as well as seeing other players complete their projects now the functions they requested are available.

As always, we look forward to your thoughts and feedback!

Much love <3,

The Stormworks Developers

v1.0.21

Full API Changes
=================

object_id, is_success = server.spawnFire(matrix, size, magnitude, is_lit, is_initialized, is_explosive, parent_vehicle_id, explosion_magnitude)

server.addMapObject(peer_id, ui_id, POSITION_TYPE, MARKER_TYPE, x, y, z, parent_local_x, parent_local_y, parent_local_z, vehicle_id, object_id, label, vehicle_parent_id, radius, hover_label)

server.addMapLabel(peer_id, ui_id, LABEL_TYPE, name, x, y, z))

PLAYER_LIST = server.getPlayers()
PLAYER_LIST |
{ [peer_index] = { ["id"] = peer_id, ["name"] = name, ["admin"] = is_admin, ["auth"] = is_auth, ["steam_id"] = steam_id }}

is_on = server.getVehicleButton(vehicle_id, button_name)

server.setVehicleSeat(vehicle_id, seat_name, axis_w, axis_d, axis_up, axis_right, button1, button2, button3, button4, button5, button6)

server.teleportPlayer(peer_id, matrix) is_success = server.setPlayerPos(peer_id, matrix)

server.teleportVehicle(matrix, vehicle_id) is_success = server.setVehiclePos(vehicle_id, matrix)

is_success = server.setObjectPos(object_id)

EQUIPMENT_ID, is_success= server.getCharacterItem(object_id, SLOT_NUMBER)

name, is_success = server.getPlayerName(peer_id)
matrix, is_success = server.getPlayerPos(peer_id)
x, y, z , is_success = server.getPlayerLookDirection(peer_id)
object_id, is_success = server.spawnObject(matrix, OBJECT_TYPE)
object_id , is_success = server.spawnCharacter(matrix, (OUTFIT_TYPE))
object_id, is_success = server.spawnAnimal(matrix, ANIMAL_TYPE, size_multiplier)
matrix, is_success = server.getObjectPos(object_id)
vehicle_id, is_success = server.spawnVehicle(matrix, playlist_index, component_id)
vehicle_id, is_success = server.spawnVehicleSavefile(matrix, save_name)
matrix, is_success = server.getVehiclePos(vehicle_id, voxel_x = 0, voxel_y = 0, voxel_z = 0)
name, is_success = server.getVehicleName(vehicle_id)
matrix, is_success= server.spawnMissionLocation(matrix, playlist_index, location_index)
is_success = server.spawnThisPlaylistMissionLocation(name)
matrix, is_success = server.getOceanTransform(matrix, min_search_range, max_search_range)

server.createPopup(peer_id, ui_id)
server.setPopup(peer_id, ui_id, name, is_show, text, x, y, z, is_worldspace, render_distance)
server.setPopupScreen(peer_id, ui_id, name, is_show, text, horizontal_offset, vertical_offset)

object_id, is_success = server.getPlayerCharacterID(peer_id)

The following functions were reworked to be more general for player and non-player characters, this functions gives you a player's object_id

server.killPlayer(peer_id) server.killCharacter(object_id)

server.reviveCharacter(object_id)

server.setSeated(peer_id, vehicle_id, seat_name) server.setCharacterSeated(object_id, vehicle_id, seat_name)

Can now set non-player characters to be seated

server.despawnCharacter(object_id, is_instant)
server.despawnMissionObject(object_id, is_instant)

[i]These functions performed the exact same task as server.despawnObject(object_id, is_instant)

hp, matrix, is_incapacitated, is_dead, is_interactable = server.getCharacterData(object_id)
Character position can be obtained with server.getObjectPos(object_id)

Mission objects have been renamed to components to avoid confusion with game objects

LOCATION_DATA, is_success = server.getLocationData(playlist_index, location_index)
LOCATION_DATA |
{ ["name"] = name, ["tile"] = tile_filename, ["env_spawn_count"] = spawn_count, ["env_mod"] = is_env_mod, ["object_count"] = object_count ["component_count"] = component_count })");

COMPONENT_DATA, is_success = server.getLocationComponentData(playlist_index, location_index, *component_index*)
COMPONENT_DATA |
{ ["name"] = name, ["display_name"] = display_name, ["type"] = TYPE_STRING, ["id"] = component_id, ["dynamic_object_type"] = OBJECT_TYPE, ["tags"] = { [i] = tag }, ["transform"] = matrix, ["character_outfit_type"] = OUTFIT_TYPE }

OBJECT = server.spawnMissionObject(matrix, playlist_index, location_index, object_index)
COMPONENT, is_success = server.spawnMissionComponent(matrix, playlist_index, location_index, component_index)
COMPONENT |
{ ["name"] = name, ["display_name"] = display_name, ["type"] = TYPE_STRING, ["x"] = x, ["y"] = y, ["z"] = z, ["transform"] = matrix, ["id"] = object_id/vehicle_id}

function onSpawnMissionObject(object_id/vehicle_id, name, TYPE_STRING, playlist_index)
function onSpawnMissionComponent(object_id/vehicle_id, component_name, TYPE_STRING, playlist_index)

function onVehicleSpawn(vehicle_id, peer_id, x, y, z, cost)
Cost is currently only calculated for player spawned vehicles

function onChatMessage(peer_id, sender_name, message)

is_success = server.despawnObject(object_id, is_instant)
is_success = server.despawnVehicle(vehicle_id, is_instant)

playlist_index, is_success = server.getPlaylistIndexByName(name)
location_index, is_success = server.getLocationIndexByName(playlist_index, name)
path, is_success = server.getPlaylistPath(playlist_name, is_rom)

server.onCharacterSit(object_id, vehicle_id, seat_name)

Quick info for updating old scripts
===================================

Removed Functions:
despawnCharacter [i]did the same thing as despawnObject
despawnMissionObject [i]did the same thing as despawnObject

Renamed Functions:

  • teleportPlayer(peer_id, matrix) -> setPlayerPos(peer_id, matrix)
  • teleportVehicle(matrix, vehicle_id) -> setVehiclePos(vehicle_id, matrix)
    Please note the teleportVehicle arguments are swapped to be the same as other functions
  • onSpawnMissionObject -> onSpawnMissionComponent
  • spawnMissionObject -> spawnMissionComponent
  • setSeated(peer_id, vehicle_id, seat_name) -> setCharacterSeated(object_id, vehicle_id, seat_name)
    As seen above setCharacterSeated (and other character based functions) now use an object_id. To get a player's object id a new function has been added: getPlayerCharacterID(peer_id)

Functions that now return an is_success value will requre an extra set of brackets if used as arguemnts as lua will attempt to pass all return values unless the function is evaluated
old `local x, y, z = matrix.position(server.getPlayerPos(player_object.id))`
new `local x, y, z = matrix.position*1)`

Rework - Cargo container design rework (Toggle buttons for connectors)
Rework - Added voice audio volume boost
Rework - Slightly increased player ground collider radius to aid getting stuck in small gaps
Rework - Added key type support for lua data saving (Now supports string(default) and unsigned)

Fix - CTD when returning a vehicle on fire via the map
Fix - Dedicated server ?save always saving to autosave
Fix - Vehicle editor currency display not apperaing after toggling infinite money
Fix - Playlist Lua callbacks errors are now cleared (Callbacks are not blocked after they error)
Fix - Script duplication when reloading scripts
Fix - onPlayerDie event resending when dropping a dead body
Fix - Client character objects not updating their internal peer_id when reconnecting to a server (Wrong peer_id Lua bug)
Fix - Several crashes from playlist Lua
Fix - Missing notification for loot crates
Fix - CTD with out of range outfit for spawnCharacter
Fix - CTD with out of range item for setCharacterItem
Fix - onPlayerSit now only triggers for player characters
Fix - Unable to place blocks on certain sides of doors
Fix - spawnFire() rejecting correct number of arguments
Fix - CTD on Lua failing to find vehicle data
Fix - Dev Train Junction MC showing in inventory

v1.0.21(プレイリストLuaのAPIは省略)
リワーク - 貨物コンテナのデザインの見直し(コネクタのトグルボタン)
リワーク - 音声音声のボリュームブーストを追加しました。
リワーク - 小さなギャップで立ち往生するのを助けるために、プレイヤーの地面のコライダー半径をわずかに増加させました。
リワーク - luaデータ保存用のキータイプのサポートを追加しました(文字列(デフォルト)と符号なしをサポートするようになりました)

修正 - マップを介して火災中の車両を返すときのCTD
修正 - 専用サーバーは、常に自動保存するために保存する
修正 - 無限マネーをトグルした後、ビークルエディタの通貨表示が正しく表示されない。
修正 - プレイリストLuaコールバックエラーがクリアされるようになりました (エラーが発生してもコールバックがブロックされないようになりました)
修正 - スクリプトをリロードする際のスクリプトの重複
修正 - 死体をドロップした際のonPlayerDieイベントの再送信
修正 - サーバーへの再接続時にクライアント文字オブジェクトが内部のpeer_idを更新しない (不正なpeer_id Luaバグ)
修正 - プレイリストLuaからいくつかのクラッシュが発生していました。
修正 - 戦利品の木箱の通知の欠落
修正 - スポーンのための範囲外の服のCTDを修正しました。
修正 - setCharacterItemの範囲外の項目でのCTD
修正 - onPlayerSitがプレイヤーキャラクターに対してのみトリガーされるようになりました。
修正 - ドアの特定の側面にブロックを配置できない
修正 - spawnFire()が正しい数の引数を拒否する
修正 - 車両データの検索に失敗するLuaのCTD
修正 - インベントリにDev Train Junction MCが表示される

2020/10/31 v1.0.20 - The Towing Missions Update!

英語原文

https://steamcommunity.com/games/573090/announcements/detail/2957136681985288316
Dear Stormworkers,

This week we continue to develop the career and missions in Stormworks with new towing missions!

New missions will appear where the player needs to tow ships, trucks, and other vehicles that have experienced mechanical failures. These are very different mission types that provide a very different logistical challenge.

These new mission types are less frequent but combine with the rescue missions and transport missions to extend the kind of challenges and gameplay you experience in career mode.

We have more plans for career mode, but please keep sharing your ideas and suggestions with us as we continue to develop this part of the game.

Much of this new update has already been available and tested on the experimental branch.

Today we are also launching stoichiometrics for the modular engines on the experimental branch. This new concept is a rework of the combustion mechanics and algorithms within engines. Now, air to fuel ratio, RPM, engine temperature, and compression factor all influence the output of modular engines.

The air fuel manifold is now two separate components so that flow of fuel and air can be controlled independently.

Cylinders / pistons now show a new "stoichiometric" value on their tooltip. This is related to the air to fuel ratio and engine temperature, and is a value between -1 and 1. Within these values, the air to fuel ratio is within it's combustion range and the fuel will ignite. Outside of this range the engine is either too lean (-1), or flooded and too rich to fire (1). Cold engines require a richer air to fuel mix and will fire only within a narrower range of air to fuel ratio.

Cylinders / pistons also display a new "efficiency" value, based on the stoichiometric value and the RPM. Slightly lean fuel-air mix will produce higher fuel efficiency, while slightly rich will produce maximum power output. At higher RPM, the fuel and air will have less opportunity to mix and will decrease the power efficiency.

These new mechanics mean that designing modular engines is much more involved, and creating an engine that works well is a greater challenge. At the same time, we are trying to make the mechanics more transparent with these new tooltip values, and improve the fuel efficiency algorithm. The new system is designed to be more realistic, but still gamified and balanced for compatibility with other Stormworks components.

Modular engines continue to be subject to much change, so expect more changes, improvements and rebalances in response to your feedback.

We look forward to your thoughts and feedback on the new modular engine mechanics!

As always, we are also working very hard fixing bugs and making other improvements, so please see below for the full change log.

Much love <3,

The Stormworks Developers

v1.0.20

Feature - New Tow / Transport Vehicle missions

Experimental Feature - New Modular Engine Air/Fuel Stoichiometry
(Check out the experimental branch through Steam!)

Rework - Added network event to sync fully extinguished vehicle fires
Rework - Locating a rescue mission grants 30 mins more mission time
Rework - Decreased radius of locate zone objective so it should always be in view when completed
Rework - Mission UI is rebuilt when the map is opened
Rework - Rewards for deliver objectives now scale with distance
Rework - Doubled playlist script max characters

Fix - Remote Control not working fully for MP clients
Fix - onToggleMap callback not getting called
Fix - CTD when teleporting vehicle with NPC to workbench
Fix - CTD when rescuing character to the edge of a Hospital zone
Fix - Cargo script spawn count error with odd number of spawn locations
Fix - ?save not saving in certain situations
Fix - Playlist Lua getTilePurchased() requiring tile to be loaded
Fix - Screen fade not reversing if revived with <5 seconds left
Fix - Winches not saving correctly (Weird state when reloading them)
Fix - Gimbal Cameras not saving orientation correctly
Fix - CTD from monitor render target
Fix - Internal character peer_id not updating when relogging into a server (Playlist Lua looking for wrong peer_id)
Fix - Camera clipping into emissive player outfits
Fix - Z fighting on emissive player outfits
Fix - Seasonal outfit visual issues
Fix - Seasonal main menu camera clipping into trees

Lua Documentation updates:
Added section listing built in commands
Added section for API general info
Several small fixes

v1.0.20
機能 - 新しい牽引車/輸送車のミッション

エクスペリメンタル機能 - 新型モジュラーエンジンの空燃比
(Steam経由でエクスペリメンタルブランチをチェックしてみてください!)

リワーク - 完全に消火された車両の火災を同期させるためのネットワークイベントを追加
リワーク - レスキューミッションの場所を特定することで、ミッション時間が30分延長されます。
リワーク - ロケートゾーンの目的物の半径を小さくし、完成時には常に視界に入るようにしました。
リワーク - マップを開くとミッションUIが再構築される
リワーク - 目標達成のための報酬が距離に応じて変化するようになりました。
リワーク - プレイリストスクリプトの最大文字数を2倍にしました。

修正 - MPクライアントでリモートコントロールが完全に動作しない
修正 - onToggleMapコールバックが呼び出されない問題を修正
修正 - 作業台にNPCを乗せた車両をテレポートする際のCTDを修正。
修正 - ホスピタルゾーンの端にキャラクターを救出する際のCTD。
修正 - 奇数のスポーン位置でのカーゴスクリプトのスポーンカウントエラー。
修正 - 特定の状況で保存しない保存
修正 - プレイリストLuaの getTilePurchased() でタイルをロードする必要があった。
修正 - 残り5秒未満で復活した場合、画面フェードが反転しない。
修正 - ウィンチが正しく保存されない(リロード時に変な状態になる)。
修正 - ジンバルカメラの向きが正しく保存されない
修正 - モニタレンダーターゲットからの CTD
修正 - サーバーへの再ログイン時に内部キャラクターの peer_id が更新されない (Playlist Lua が間違った peer_id を探していた)
修正 - 感情的なプレイヤーの衣装にカメラがクリッピングするようになりました。
修正 - プレイヤーの衣装の放射
修正 - 季節ごとの衣装の視覚的な問題
修正 - 季節ごとのメインメニューのカメラの木へのクリッピング

Luaドキュメントを更新しました。
ビルトインコマンドのリストを追加
API一般情報のセクションを追加しました。
いくつかの小さな修正

2020/10/17 v1.0.18-19 - The Transport Missions Update!

英語原文

https://steamcommunity.com/games/573090/announcements/detail/5410471409636421206
Dear Stormworkers,

This week we are releasing some new mission content we are working on - transport missions! Transport workers, inspectors, components, boxes and more in specific one-off missions where your help is required. These missions are similiar to many of the old missions but with one crucial difference - they are procedural!

While this is just one minor update to the missions system, we have more planned. We are really enjoying extending and using the LUA API to create this content, and there is a lot of really cool stuff still to be added.

These new LUA missions will appear in any new game, in the same way as normal missions. They are reasonably rare at the moment but we plan to continue to develop this and other new mission systems as we continue to improve career mode.

Last week we announced the poll on the Official Discord Server... and you broke Discord from voting so much! We have never had so much interest in the new features poll, and Discord simply could not handle the sheer number of emotes / votes. However, we were screenshotting the results periodically and have data from just before Discord started to struggle. The results are EXTREMELY interesting and we will be discussing the results in next weeks announcement!

Thank you to the thousands of you who gave your feedback on the poll. We really appreciate your input and it is very important to us that all Stormworks players get an equal say to influence us on where to next take the game. We really enjoy collaborating with you and are looking forward to continuing on this next chapter of Stormworks.

As always, this weeks update comes with many other fixes and improvements. Please see the full change list below for details.

Much love <3,

The Stormworks Developers

v1.0.18

Fix - removed some character controller changes to fix issue falling through floor on death

v1.0.19

Feature - New transport missions

Rework - Absorbed server.whisper into server.announce
server.announce new optional peer_id parameter
Rework - UI improvements

Fix - Players falling through the floor on respawn
Fix - Winch audio position
Fix - Currency not synced after auto refuel
Fix - Lua help documentation code blocks getting cut off
Fix - Script callbacks returning host player peer_id instead of -1 when executed by a script
Fix - Seat helmet rendering not smoothed
Fix - Hat override not ending when teleporting from seats
Fix - Cargo playlist issues after saving and loading
Fix - Mission "Find" objective now follows the main vehicle instead of staying at the spawn position
Fix - Mission component tags box should be multi-line
Fix - Mission map UI desync on player join
Fix - Map custom lines now render under other icons

v1.0.18
修正 - 死亡時に床を通って落下する問題を修正するために、いくつかの文字のコントローラの変更を削除しました。

v1.0.19
機能 - 新しいトランスポートミッション

リワーク - server.whisper を server.announcement に吸収しました。
server.announce 新しいオプションの peer_id パラメータ
リワーク - UIの改善

修正 - リスポーン時に床から落ちてくるプレイヤーを修正
修正 - ウインチのオーディオ位置
修正 - 自動給油後に通貨が同期されない
修正 - Lua ヘルプドキュメントのコードブロックが切断される問題を修正
修正 - スクリプトによって実行された場合、スクリプトのコールバックがホストプレーヤのpeer_idを-1ではなく返すようになりました。
修正 - シートヘルメットのレンダリングがスムージングされない。
修正 - 座席からテレポートする際に帽子のオーバーライドが終了しない問題を修正
修正 - 保存とロード後のカーゴプレイリストの問題
修正 - ミッション "Find "の目的はスポーン位置に留まらず、メイン車両に沿って移動するようになりました。
修正 - ミッションコンポーネントのタグボックスは複数行で表示されるようにした。
修正 - プレイヤー参加時のミッションマップUIの非同期化
修正 - マップのカスタムラインが他のアイコンの下に表示されるようになりました。

2020/10/10 Upcoming - Vote In The New Poll! And Fixes Updates v1.0.16-17

英語原文

https://steamcommunity.com/games/573090/announcements/detail/2928987284043566738
Dear Stormworkers,

We need to know, what do you want next in Stormworks?

Head over to the Official Stormworks Discord Server #announcements channel, and let us know what features you would like to next in Stormworks! Simply click on the associated emotes to vote for that feature.

It's really important to us that we keep in touch with players. Stormworks is a unique game with a very unique, creative community. Many of you have hundreds or even thousands of hours within the game, and know a lot of what Stormworks is about. We want to shape the next steps for the game with you, and understand the direction that you think we should go in.

We are currently working on the next major update - modular engines! This update is in progress and shared with everyone in the experimental branch of the game.

This week, we are also releasing a bug fixing update with many fixes and improvements to the quality of the game. Please see below for a full list of changes.

Much love <3,

The Stormworks Developers

v1.0.16-17

Fix - Chat CTD
Fix - Toggle button not holding its state when power is cut
Fix - Multiple fluid spawners refunding costs for a shared volume
Fix - CTD on linking helm audio node
Fix - Muffle effect persisting when teleporting from a seat
Fix - Character physics unable to swim through small holes underwater
Fix - Camera transition not smoothed when exiting water
Fix - Active but expired mission vehicles despawning on save/load
Fix - Electric relay being interactable
Fix - Character capsule collision not disabling in seats
Fix - Rain/Snow hitting clouds
Fix - Water Cannons / Hoses consuming fuel
Fix - Character not crouching after jumping while crouch is held
Fix - Invisible ropes for multiplayer clients
Fix - Character ragdolls getting stuck in physics when exiting seats
Fix - Removed internal explosion ignition point parameter from lua createFire and mission editor
Fix - Winch ropes not having the correct number of physics nodes on spawn
Fix - Playlist Lua updates and documentation fixes

  • server.whisper() can now use peer id -1 for all peers
  • api now pushes integers instead of numbers where appropriate

v1.0.16-17
修正 - チャット CTD
修正 - 電源切断時にトグルボタンの状態が保持されない。
修正 - 共有ボリュームの複数の流体スポーンナーがコストを返金する
修正 - ヘルムオーディオノードをリンクする際のCTD。
修正 - 座席からテレポートしたときにマッフル効果が持続するようにした。
修正 - 水中で小さな穴を通って泳ぐことができないキャラクターの物理現象を修正。
修正 - 水から出たときにカメラの遷移がスムーズにならない問題を修正した。
修正 - セーブ/ロード時にアクティブなのに期限切れのミッション車両がデスポーンする。
修正 - 電気リレーが対話可能になる
修正 - キャラクターカプセルの衝突が座席で無効化されないように修正
修正 - 雨や雪が雲を打つ
修正 - ウォーターキャノン/ホースが燃料を消費している
修正 - しゃがんだ状態でジャンプした後にしゃがむことができないようにした。
修正 - マルチプレイヤークライアントのための見えないロープ
修正 - 座席を出るときに物理的に動かなくなるラグドールを修正。
修正 - lua createFireとミッションエディタの内部爆発着火点パラメータを削除しました。
修正 - スポーン時にウィンチロープの物理ノードの数が正しくない。
修正 - プレイリストLuaのアップデートとドキュメントの修正
修正 - server.whisper() がすべてのピアに対してピア ID -1 を使用できるようになりました。
修正 - api は適切な場所で数値の代わりに整数をプッシュするようになりました。

2020/10/03 v1.0.15 - The Audio Headset Update!

英語原文

https://steamcommunity.com/games/573090/announcements/detail/2900839150844993873
Dear Stormworkers,

This week we are adding new options for many of the seat components in Stormworks - audio nodes!

Some chairs now have the option to add a pilot helmet or headset. When using the head gear, the seat then has a built in speaker and microphone linked directly to the player in that seat! This is really useful for creating intercom systems and communicating with other players within a vehicle over multiplayer.

But this isn't just a multiplayer feature - using a seat with headgear also reduces and muffles environmental sound, making it much more comfortable to operate powerful vehicles with big engines!

When players use seats with head gear, the helmet or headset appears on the player character while in the seat.

This update has already been tested on experimental branch for a few days, as we change our release procedures to best ensure higher quality releases and more robust updates. We are really excited to be working with the entire community (rather than previously where there was a closed testing group) and be more open with development.

We have also been hard at work continuing to address many issues within the game, all of which have been introduced to the experimental branch as well. See the change notes below for a full list of changes.

Much love <3,

The Stormworks Developers

Patch Notes

v1.0.15

Feature - Seat audio nodes and toggleable headset property

Rework - Removed cargo zone merging
Rework - Scripts are now only ticked when the game is simulating
Rework - Allow dead/incapacitated characters to be placed in beds/stretchers
Rework - Survivors no longer exit seats when vehicles unload
Rework - Water particle extinguish rate now based on distance to fire

Fix - Chatbox covering sound setting sliders
Fix - Laser distance sensor values persisting when toggled off
Fix - Gimbal camera mirrored editor arrows
Fix - Gimbal camera laser rendering flipping in y-axis
Fix - Player charged for auto-refuel when loading a save
Fix - Carried/Seated characters not updating submerged state when NPC damage is enabled
Fix - Player rendering when zoomed in with binoculars
Fix - MP clients falling through floor when teleporting
Fix - MP clients falling through floor when connecting
Fix - MP clients falling through floor when disconnecting
Fix - Buying/selling fuel when auto-refuel is disabled
Fix - Rail junctions not saving their state
Fix - Seat back voxels not being raycastable (Hard to get in seats)
Fix - Button state inverting when cutting power whilst overriding the node
Fix - CTD extinguishing forest fires on DS
Fix - Forest fires not extinguishing correctly by fire extinguisher on DS
Fix - Camera inputs not clearing when toggling photo/noclip mode
Fix - PTT being disabled when scrolling over hotbar radio equipment
Fix - Winch ropes added in vehicle editor snapping to 10m when winch extended/retracted
Fix - Prevent mission fires re-igniting on unload/load
Fix - Active tool staying active when collecting equipment
Fix - Classic career now applies research filters to the vehicle editor hotbar
Fix - Added missing mission location names
Fix - onVehicleDamaged lua callback

onVehicleDamaged(vehicle_id, damage_amount, voxel_x, voxel_y, voxel_z) -- damage amount returns negative if component is repaired

v1.0.15
機能 - シートオーディオノードとトグル可能なヘッドセットプロパティ

リワーク - カーゴゾーンのマージを削除
リワーク - スクリプトは、ゲームがシミュレートされているときにのみチェックされるようになりました。
リワーク - 死んだ/無力なキャラクターをベッド/ストレッチャーに配置できるようにする
リワーク - サバイバーは、車両が降ろされた際にシートから出られなくなりました。
リワーク - 火災までの距離に基づいた水の粒子の消火率を設定しました。

修正 - サウンド設定スライダーを覆うチャットボックス
修正 - トグルオフ時にレーザー距離センサーの値が持続する。
修正 - ジンバルカメラのミラーリングされたエディタの矢印を修正しました。
修正 - ジンバルカメラのレーザーレンダリングがy軸で反転する。
修正 - セーブをロードする際に自動燃料補給のために課金される。
修正 - NPCのダメージが有効な場合にキャリー/座位のキャラクターが水没状態を更新しない。
修正 - 双眼鏡でズームインしたときのプレイヤーレンダリング
修正 - テレポート時にMPクライアントが床を突き破って落下する
修正 - 接続時にMPクライアントが床を突き抜けて落下する
修正 - 切断時にMPクライアントが床を突き抜けて落下する問題を修正
修正 - 自動燃料補給が無効な場合の燃料の購入/販売
修正 - 状態を保存していない鉄道ジャンクション
修正 - シートバックボクセルがレイキャスティングできない(シートに入りにくい)。
修正 - ノードをオーバーライドしている間に電源を切断すると、ボタンの状態が反転する
修正 - DSで森林火災を消火するCTDを修正
修正 - DSの消火器で森林火災が正しく消火されない。
修正 - フォト/クリップモードの切り替え時にカメラ入力がクリアされない問題を修正した。
修正 - ホットバー無線機器をスクロールすると PTT が無効になる。
修正 - ウィンチが伸縮すると10mにスナップするように車両エディタに追加されたウィンチロープ
修正 - アンロード/ロード時のミッション火災の再点火の防止
修正 - 装備品を収集しているときにアクティブなツールがアクティブなままになる
修正 - クラシックキャリアは、車両エディタのホットバーにリサーチフィルタを適用するようになりました。
修正 - 欠落していたミッションの場所の名前を追加
修正 - onVehicleDamaged lua コールバック

onVehicleDamaged(vehicle_id, damage_amount, voxel_x, voxel_y, voxel_z) -- コンポーネントが修理された場合のダメージ量は負の値を返します

2020/09/26 v1.0.1-14 - Classic Career, Research Tree, Mission Spawning UI, And More!

英語原文

https://steamcommunity.com/games/573090/announcements/detail/2814144222331142504
Dear Stormworkers,

We launched Version 1.0!!! What an incredible week.

Thank you to all the players who gave us feedback and helped shape many of the improvements we have made this week.

Lets look at what we have been up to this week:

Sept 17th: Launched Version 1.0! With the new LUA modding, spreadable fires, first person equipment, missions, tutorial, audio effects, and more.

Sept 20th: Added "Classic Career" mode with research trees, map fog, player icons, and many other settings familiar to the old career mode.

Sept 21st: Added "Test Location" button to the mission editor so that players can easily and quickly spawn their vehicle spawning missions without any scripting.

Using the new mission location spawning is really easy: from in game, press Esc, click Mission Editor. Load up your mission and find the location you wish to spawn and click "Test Location".

Sept 22nd: Normal mode is now emulated by selecting "infinite electric", "infinite fuel", and deselecting "engine overheating". As previously discussed, our intention was never to remove normal mode, but rather integrate it as real time settings into the new Custom Menu.

Sept 23rd: Reworked the new ropes, hoses and cables! These are now twice as long, easier to handle, and generally work better.

These are just the headlines, we have also implemented many many small changes and fixes. Full change notes below!

Version 1.0 is not the final version and development continues as normal. We will soon resume work on the new modular engines and develop them with the community, on the new experimental branch.

In response to much helpful feedback, we also plan to change our release procedures, so that minor fixes and new features are tested more, then released to experimental, before finally being released to the release branch of the game. Only the most critical hot-fixes will be promoted directly to the release branch.

We look forward to hearing all your feedback on the new changes! We have big plans yet for Stormworks and really look forward to working with you on the experimental branch as we begin the next phase of development for Stormworks!

Much love <3,

The Stormworks Developers

Patch Notes

v1.0.1
Feature - Enabled Experimental Branch

v1.0.1a
Feature - Enabled Modular Engine Components

v1.0.2

Feature - New playlist Lua to simplify vehicle spawning scripts
playlist_index = server.getPlaylistIndexByName(name)
playlist_index = server.getPlaylistIndexCurrent()
location_index = server.getLocationIndexByName(playlist_index, name)
server.spawnThisPlaylistMissionLocation(name)

Rework - Made tutorial end more clear
Rework - Balanced mission rewards
Rework - Balanced fluid/fuel costs

Fix - Updated video tutorial playlist link
Fix - Disabled mission debug text in chat
Fix - Updated playlist Lua help tab meta section
Fix - Deprecated simple mode turbine
Fix - Deprecated static block
Fix - Equipment drop dupe bug
Fix - Headless player in wardrobe editor
Fix - New playlist now clears old Lua
Fix - Old (unsupported) saves loading in current game version
Fix - Tutorial active not resetting on new saves
Fix - Charge player for starter boat
Fix - Can no longer sell starter tractor and trailer

v1.0.3

Fix - Broken crouch anim in character editor
Fix - Door jitter in multiplayer
Fix - Detatch survivor from seats/ropes/carried if updated to NPC

v1.0.4

Rework - Updated benchmark scenes
Rework - Updated fluid gantries

Fix - Mission editor workshop upload tags
Fix - server.setGameSetting

v1.0.5

Feature - Classic Career preset
Feature - Re-added research and component unlocking

Rework - Updated playlist Lua
server.setCurrency(money, research)
points = server.getResearchPoints()
server.setGameSetting("unlock_all_components", true)

Fix - Tutorial blocking missions if loaded after tutorial ended
Fix - Missions ending with wrong message when expiring
Fix - Cargo script error when editing an iterated table
Fix - Missions without fire support not spawning fire objective

v1.0.6

Rework - Tutorial now only starts if components are unlocked (Disabled for old career))

v1.0.7

Feature - Added test location button to locations in playlists
Feature - Infinite Electric no longer requires batteries or logic links
Feature - ?reload_scripts now autosaves and fully reloads playlist data including locations
Feature - added isTilePurchased(matrix) lua function

Rework - onCreate playlist callback now passes is_world_create parameter, this makes setting up events at world start easier (eg. set starting cash)

Fix - Lack of warning and component stripping when inf money is on and unlocked components is off
Fix - Multibody child components appearing in the inventory
Fix - Active item failing to disable when picking up items from the ground
Fix - Electric/Fluid connections not severing when disconnecting Cables/Hoses
Fix - Infinite fuel not applying to air/exhaust/coolant
Fix - Career main menu description
Fix - Microprocessor spawning when components not unlocked
Fix - Tutorial always activating
Fix - Component visibility when components locked
Fix - CTD when radar raycasts physics with no user data
Fix - Cargo script error when vehicle ID returns as nil
Fix - Blueprints are now required for microprocessors even when inf money is off
Fix - Tutorial now supports players other than host (Dedicated server fix)
Fix - CTD picking up fire extinguisher on dedicated server
Fix - Tutorial activating when tile is not purchased
Fix - Added fix for tutorial getting stuck in a loop

added ?tutorial command to the script to check if the tutorial is active

v1.0.8

Fix - fixed research reward for missions

v1.0.9

Fix - Multiplayer equipment crashes

v1.0.10

Feature - Added test location button for Env Mods by treating them the same as normal locations

Fix - Mission vehicles not spawning due to how they were saved
Fix - Non-admins being unable to trigger custom commands
Fix - Outdated code in playlist Lua help
Fix - Game settings are now synced after using setGameSetting
Fix - Tutorial script failing to update objectives if saving halfway through
Fix - Set classic career start cash to 15000
Fix - Infinite fuel no longer requires any inputs for engines to work
Fix - Characters not updating follower chains when being set to NPC
Fix - NPC names not saving
Fix - Tooltips appearing in vehicle third person
Fix - Cost labels not showing in custom mode (when toggling infinite money)
Fix - Network event for unlocking all islands on dedicated server
Fix - NPC ladder breadcrumbs not working
Fix - Extended space for names in chat and capped names at 12 chars

v1.0.11

Rework - Increased rope spool speed

Fix - Dedicated server CTD on ?save
Fix - Allow selecting/dropping disabled equipment and added UI icons to show disabled equipment
Fix - Remove defunct UI for detatch rope
Fix - Rotating jet exhaust, laser distance sensor, transponder, and transponder locator no longer use power unless active
Fix - Rope state multiplayer sync
Fix - Do not set tutorial starter boat to despawn
Fix - Turned off chat name clipping, extended chat box
Fix - Gearboxes not working after repairing them
Fix - Equipment boxes mass and values
Fix - Prevent drowning while swimming on the surface in first person
Fix - Lua documentation fixes
Fix - Fluid exhaust voxels and removed buoyancy surfaces
Fix - Jet engines not working when infinite fuel enabled
Fix - Purchase interactables no longer block raycasts

v1.0.12

Fix - CTD caused by fluid exhaust change

v1.0.13

Fix - Ropes causing issues when returning to workbench

v1.0.14

Fix - Mission system sometimes not saving correctly
Fix - Reduced career starting cash to 20000 to match reduced cost of tutorial boat
Fix - Hat not rendering sometimes when in a seat

v1.0.1
機能 - エクスペリメンタルブランチの有効化

v1.0.1a
機能 - モジュラーエンジン部品の有効化

v1.0.2
機能 - 新しいプレイリストLuaによるビークルスポーンスクリプトの簡素化
playlist_index = server.getPlaylistIndexByName(name)
playlist_index = server.getPlaylistIndexCurrent()
location_index = server.getLocationIndexByName(playlist_index, name)
server.spawnThisPlaylistMissionLocation(name)

リワーク - チュートリアルの終わりをより明確にしました。
リワーク - ミッション報酬のバランス調整
リワーク - 流体・燃料コストのバランス調整

修正 - ビデオチュートリアルのプレイリストリンクを更新しました。
修正 - チャットでのミッションデバッグテキストを無効にする
修正 - プレイリスト Lua ヘルプタブのメタセクションを更新しました。
修正 - 非推奨のシンプルモードタービン
修正 - 非推奨の静的ブロック
修正 - 装備ドロップのダップバグ
修正 - ワードローブエディタのヘッドレスプレイヤー
修正 - 新しいプレイリストが古い Lua をクリアするようになりました。
修正 - 現在のゲームバージョンで古い(サポートされていない)セーブの読み込み
修正 - 新規保存時にチュートリアルアクティブがリセットされない
修正 - スターターボートのチャージプレーヤー
修正 - スタータートラクターとトレーラーを販売することができなくなりました。

v1.0.3
修正 - キャラクターエディタでのしゃがむアニメーション
修正 - マルチプレイヤーでのドアのジッター
修正 - NPCに更新された場合、サバイバーをシート/ロープ/キャリーから切り離す。

v1.0.4
リワーク - ベンチマークシーンを更新
リワーク - 流体ガントリーの更新

修正 - ミッションエディタワークショップのアップロードタグ
修正 - server.setGameSetting

v1.0.5
機能 - クラシックキャリアプリセット
機能 - 研究とコンポーネントのアンロックを再追加

リワーク - プレイリストLuaを更新しました。
server.setCurrency(money, research)
points = server.getResearchPoints()
server.setGameSetting("unlock_all_components", true)

修正 - チュートリアル終了後にミッションがロードされるとチュートリアルがブロックされる
修正 - ミッションの有効期限が切れたときに間違ったメッセージで終了する
修正 - 反復テーブルを編集する際のカーゴスクリプトのエラー
修正 - 火のサポートがないミッションでは、火の目標をスポーンしない

v1.0.6
リワーク - コンポーネントがアンロックされていない場合にのみチュートリアルが開始されるようになりました。

v1.0.7
機能 - プレイリストのロケーションにテストロケーションボタンを追加
特徴 - インフィニット・エレクトリックは、もはや電池やロジックリンクを必要としません。
機能 - ?reload_scriptsが自動的に保存され、場所を含むプレイリストデータを完全にリロードするようになりました。
機能 - isTilePurchased(matrix)の追加 lua関数

リワーク - onCreateプレイリストのコールバックにis_world_createパラメータを渡すようになりました。これにより、ワールド開始時のイベントの設定がより簡単になりました(例:開始時の現金の設定)。

修正 - inf money がオンでロック解除されていないコンポーネントがオフの場合、警告とコンポーネントストリップの欠如。
修正 - インベントリに複数の子コンポーネントが表示されるようになった
修正 - 地面からアイテムを拾うときにアクティブなアイテムが無効化されないようにした。
修正 - ケーブル/ホースの切断時に電気/流体接続が切断されない。
修正 - 無限燃料が空気/排気/冷却剤に適用されない。
修正 - キャリアメインメニューの説明
修正 - コンポーネントがアンロックされていない場合のマイクロプロセッサのスポーン
修正 - チュートリアルが常にアクティブになる
修正 - コンポーネントがロックされている場合のコンポーネントの表示
修正 - レーダーが物理をレイキャストする際にユーザーデータがない場合の CTD
修正 - 車両IDがnilとして返された場合のカーゴスクリプトエラー。
修正 - infマネーがオフの場合でもマイクロプロセッサの設計図が必要になりました。
修正 - チュートリアルでホスト以外のプレイヤーをサポートするようになりました。
修正 - 専用サーバーでCTDが消火器を拾う
修正 - タイルが購入されていない場合のチュートリアルの有効化
修正 - チュートリアルがループでスタックする問題を修正しました。

?tutorialコマンドをスクリプトに追加し、チュートリアルがアクティブかどうかをチェックするようにした。

v1.0.8
修正 - ミッションの研究報酬を修正

v1.0.9
修正 - マルチプレイヤー機器のクラッシュ

v1.0.10
機能 - Env Modのテストロケーションボタンを追加し、通常のロケーションと同じように扱えるようになりました。

修正 - 保存された方法でミッション車両がスポーンしないようにした。
修正 - 非管理者がカスタムコマンドを起動できないようにした。
修正 - プレイリストLuaヘルプでの古いコードの修正
修正 - setGameSettingを使用した後にゲームの設定が同期されるようになりました。
修正 - チュートリアルスクリプトが途中でセーブした場合、目的物の更新に失敗する
修正 - クラシックキャリアのスタートキャッシュを15000に設定します。
修正 - 無限の燃料は、エンジンが動作するための入力を必要としなくなりました。
修正 - キャラクターがNPCに設定されている場合にフォロワーチェーンを更新しないようにした。
修正 - NPC名が保存されない
修正 - 車両の三人称でツールチップが表示されるようになった
修正 - カスタムモードでコストラベルが表示されない(無限マネーのトグル時)。
修正 - 専用サーバー上のすべての島のロックを解除するためのネットワークイベント
修正 - NPCラダーのパン粉が機能しない
修正 - チャットでの名前のスペースを拡張し、名前の上限を12文字にした。

v1.0.11
リワーク - ロープのスプール速度の向上

修正 - 保存時の専用サーバの CTD
修正 - 無効化された機器を選択/ドロップできるようにし、無効化された機器を表示するUIアイコンを追加した。
修正 - デタッチロープのdefunct UIの削除
修正 - Rotating jet exhaust、レーザー距離センサー、トランスポンダ、トランスポンダロケータがアクティブでない限り電力を使用しなくなりました。
修正 - ロープ状態のマルチプレイヤーの同期
修正 - チュートリアルのスターターボートをdespawnに設定しない
修正 - チャット名のクリッピング、拡張チャットボックスをオフにしました。
修正 - ギアボックスを修理してもギアボックスが動作しない
修正 - 装備ボックスの質量と値
修正 - 一人称で水面を泳いでいるときに溺れるのを防ぐ
修正 - Luaドキュメントの修正
修正 - 流体の排気ボクセルと浮力面の除去
修正 - 無限燃料を有効にするとジェットエンジンが動作しない。
修正 - インタラクティブアイテムの購入でレイキャストをブロックしないようになりました。

v1.0.12
修正 - 液体排気の変更に起因するCTD

v1.0.13
修正 - ワークベンチに戻る際にロープが問題を起こすことがあった。

v1.0.14
修正 - ミッションシステムが正しく保存されないことがあった問題を修正
修正 - チュートリアルボートのコスト削減に合わせて、キャリアの開始資金を20000に削減。
修正 - 座席に座っているときに帽子がレンダリングされないことがあった。

2020/09/18 Stormworks Version 1.0 Out Now!

英語原文 - 長いためFIX以降を省略しています。

https://steamcommunity.com/games/573090/announcements/detail/2917726380923151781

Dear Stormworkers,

Version 1.0 is here!

Check out the new trailer.

Remember, Version 1.0 is just the beginning. We have big plans for many minor and major updates as development continues as normal, as well as loads of time put aside for fixing and improving the game.

Experimental branch is live! To access experimental branch and the new modular engines, go to your Steam library, right click on Stormworks, then go to the Betas tab. Here you should be able to select the "experimental" beta.

There is a huge amount in this update. Please see below for the full change log, but lets briefly recap the biggest new features in todays update!

New LUA Game Modding

We have added a whole new type of content creation in Stormworks - game scripting! We have added scripts to the mission editor, and a whole new API for controlling the game from here. We used this to make the new missions, tutorial, and cargo system, but is can also be used for servers, or creating new games within the Stormworks world.

First Person Body, Tools, Equipment

You now have a body when in first person mode, and can use handheld tools and equipment. There is repair tools, medical equipment, tracking and illumination equipment and more!

Spreadable Vehicle Fire

Fire on vehicle now spreads! Fire creeps along surfaces, damages components, and hurts players. Fire can quickly get out of control and is a huge new design consideration when creating Stormworks vehicles. Fire respects doors and is compartmentalised.

New Career and Missions, Tutorial, Logistics

There are new procedural missions, the new tutorial, and a container cargo handling system. There is now a huge amount more to do in the world of Stormworks, and much more to come, with an open API for creating gameplay content.

New Customisation Menu

You now have full control of game settings, real time from within the game. Infinite fuel and electric, teleporting, damage, first person, map visibility and more!

Weather Simulation & Seasons

Weather is now locally simulated, and more extreme. Expect stronger winds, bigger waves, and predictable weather systems and storms.

Thank you to all players who bought, played, discussed, shared on the workshop, suggested features, and reported bugs, for helping us reach this huge milestone! It is a huge privilege that so many of you have chosen to spend so much time playing our game, and it means a lot.

There is so much more to come in the world of Stormworks, and we look forward sharing this journey with you all as we continue to make Stormworks as good as it can be!

Much love <3,

The Stormworks Developers

Patch Notes

v1.0.0

Major Feature - First Person Tools and Features
Major Feature - Playlist Lua Scripts with extensive custom mission and gamemode support
Major Feature - Weather Simulation and Map Overlays with Seasons
Major Feature - Vehicle Fire Spread
Major Feature - Creative Menu is now Custom Menu and has many new customisation options and tools
Major Feature - New Tutorial and Procedural Mission Playlists
Major Feature - New First person experience and animations
Major Feature - Multiplayer Improvements and Optimisation

Major Feature - Experimental Steam Branch
Experimental Feature - Modular Engine Parts

Feature - Manual doors can now have custom names
Feature - Wind no longer affects 'indoor' areas
Feature - Damaging Engine / Electrical components now causes spreadable fires
Feature - Added small visual marker at the center of the location editor
Feature - Mission editor location naming
Feature - Player nameplates light up when speaking
Feature - Audio system overhaul
Feature - Added Video Tutorials button to the menu
Feature - Populated some areas with NPCs

Rework - Removed Basic Mode
Rework - Removed Tech-Tree and Stock
Rework - Career mode now uses a predefined ruleset and is treated as a standalone hardcore mode
(Players looking for a more personalised career experience can now customise Stormworks in 'Custom' mode)
Rework - Creative mode is now part of Custom mode
Rework - Carrying heavy equipment / bodies now slows the player
Rework - Weather can now be more violent at its peak
Rework - Winches now have linear speed
Rework - Removed all old preset mission playlists
Rework - Less important map icons now take up less space
Rework - $30k Starting cash
Rework - Automatic charging and refunding for fuel spawned
Rework - New island generation pattern
Rework - Removed "Loading Vehicles" notification
Rework - Dead bodies can now be picked up
Rework - Updated rope hook mesh
Rework - Doors on islands can now be opened without purchasing the island
Rework - Engine temperature scaling/cooling

Fix - Chat message crash
Fix - Greatly increased speed of inventory in the vehicle editor
Fix - Pivots selling for more than their cost
Fix - Game Date not syncing in mp
Fix - Rain splashes on water surface
Fix - Disabled Mission Editor for mp clients
Fix - Disabled Loading other saves during mp
Fix - Animation when holding Sprint and Walk
Fix - Rain falling through glass
Fix - NPCs not benefiting from outfits
Fix - Infinite jumps when colliding with carried NPCs
Fix - Taking damage on teleport
Fix - Wheel shadows desyncing at speed
Fix - Several situations where controls are sticky
Fix - CTD on despawning subgrid with new wheels
Fix - Characters always try to look North
Fix - Rendering issues with max FOV in compartments that are underwater
Fix - Diving hitbox mismatching the animation
Fix - CTD on game close
Fix - Flame damage boxes on rotating jet nozzles
Fix - Train wheel data tooltips
Fix - Rail nodes remember the track signal state
Fix - NPC detach from ladder stopping following
Fix - Radar now only triggers Radar Detectors when it is the most relevant detected contact
Fix - Glass material on laser detector
Fix - Water cannon fluid connection
Fix - Killing carried NPCs upon fast travel
Fix - Diagonal railing surface issue
Fix - Additive paint selection
Fix - Editor opens load vehicle screen after attempting to spawn an out of budget vehicle
Fix - CTD for players in seats
Fix - Increase "indoor" box on starter island cottage
Fix - Tooltips for seats, rope-hooks, winches, connection gripper, and paintable indicators
Fix - Water cannon actuation
Fix - SR Latch description to match behaviour
Fix - Increased mass of premade fluid tanks
Fix - Gearbox uses default gear ratio when spawned but unpowered
Fix - Recentered 7x7 high grip tyre mesh
Fix - Circuit breaker uses forced color when rendering
Fix - Electric heater breaking completely after 1 damage
Fix - Moved beginner island edit grid down
Fix - Spotlight volumes weak rendering
Fix - Component damage is now capped at 50
Fix - Survivors looping 'play once' animations when carried
Fix - Disappearing ragdolls
Fix - Updated distance sensor descriptions to show correct range
Fix - Variable and on/off fluid valves now require Electric
Fix - Laser beacon rendering when mirrored
Fix - Rotors no longer make sound when folded
Fix - Unpowered lights no longer attempt to render
Fix - CTD if a follower was suddenly unloaded
Fix - Animals are now buoyant inside compartments
Fix - Radar and Sonar now only detect targets above and below sea-level respectfully
Fix - Survivor temperature and oxygen network sync
Fix - Chatbox storing infinite messages (now 128 cap)
Fix - Microprocessor memory register
Fix - Breath bar not recovering while wearing diving equipment
Fix - Rain rendering underwater
Fix - Hide chat in photo mode
Fix - Updated diesel engine descriptions
Fix - Static vehicle draining power by default
Fix - Fixed electric relay default state
Fix - Carried survivors dying when teleporting
Fix - Physics and render issues with props at speed
Fix - Engines now fully cut out when EMP'd
Fix - Camera IR laser
Fix - Accumulating lag when looking at a tooltip
Fix - Adjusted mega-island, arctic-base and mp-island 'indoor' hitboxes

F2 developer debug modes have now been removed

Old mission spawning system support has now been removed
Unchecking all playlists will no longer spawn default missions

主要な機能 - 一人称視点のツールと機能
主要な機能 - 豊富なカスタムミッションとゲームモードをサポートするプレイリストLuaスクリプト
主要な機能 - 天気シミュレーションと季節の地図オーバーレイ
主要な特徴 - 車両火災の広がり
主要な機能 - クリエイティブメニューがカスタムメニューになり、多くの新しいカスタマイズオプションとツールが追加されました。
主要な機能 - 新しいチュートリアルとプロシージャルミッションのプレイリスト
主要な特徴 - 新しい一人称体験とアニメーション
主要な機能 - マルチプレイヤーの改善と最適化

主要な機能 - エクスペリメンタルSteamブランチ
試験的機能 - モジュラーエンジン部品

機能 - 手動ドアにカスタム名を付けることができるようになりました。
機能 - 風が「屋内」に影響を与えないようになりました。
機能 - エンジン/電装品の損傷が延焼を引き起こすようになりました
機能 - ロケーションエディタの中央に小さなビジュアルマーカーを追加しました。
機能 - ミッションエディタの場所の命名
機能 - 発言時にプレイヤー名札が点灯する
機能 - オーディオシステムのオーバーホール
機能 - メニューにビデオチュートリアルボタンを追加
機能 - 一部のエリアにNPCを配置しました。

リワーク - ノーマルモードの削除
リワーク - テックツリーとストックを削除しました。
リワーク - キャリアモードは事前に定義されたルールセットを使用し、独立したハードコアモードとして扱われるようになりました。
(より個人的なキャリア体験を求めるプレイヤーは、「カスタム」モードでStormworksをカスタマイズできるようになりました)
リワーク - クリエイティブモードはカスタムモードの一部になりました。
リワーク - 重装備/ボディの運搬はプレイヤーの動きが遅くなります。
リワーク - 天候はピーク時にはより激しくなります。
リワーク - ウインチにリニアスピードが追加されました。
リワーク - 古いプリセットミッションのプレイリストをすべて削除しました。
リワーク - 重要度の低いマップアイコンは、スペースを取らないようになりました。
リワーク - 開始時の所持金が$30kになりました
リワーク - スポーンした燃料の自動チャージと払い戻し
リワーク - 新島生成パターン
リワーク - 「車両積載中」の通知を削除しました。
リワーク - 死体が拾えるようになった
リワーク - ロープフックのメッシュを更新しました。
リワーク - 島のドアが購入せずに開けられるようになりました。
リワーク - エンジン温度スケーリング/冷却

修正 - チャットメッセージのクラッシュ
修正 - 車両エディタでのインベントリの速度を大幅に向上させました。
修正 - ピボットはコスト以上の価格で販売されています。
修正 - mpでゲームの日付が同期されない
修正 - 水面に雨がはねる
修正 - mpクライアントのミッションエディタを無効にする
修正 - mp中に他のセーブを読み込むのを無効にした
修正 - スプリントとウォークを保持しているときのアニメーション
修正 - ガラス越しに降る雨
修正 - 衣装の恩恵を受けていないNPCを修正
修正 - 運搬されたNPCとの衝突時に無限にジャンプするようにした。
修正 - テレポートでダメージを受ける
修正 - 速度でホイールの影が非同期になる。
修正 - コントロールがスティッキーな状況がいくつかありました。
修正 - 新しいホイールを使用したデスポーンサブグリッドのCTD
修正 - 文字が常に北を見ようとする
修正 - 水中にあるコンパートメントでの最大FOVでのレンダリングの問題。
修正 - ダイビングのヒットボックスのアニメーションのミスマッチ
修正 - ゲーム終了時のCTD
修正 - 回転するジェットノズルの炎損傷ボックス
修正 - 車輪データのツールチップ
修正 - レールノードがトラック信号の状態を記憶する
修正 - 梯子からのNPCの離脱が以下のように停止するように修正
修正 - レーダーが最も関連性の高いコンタクトを検出した場合にのみ、レーダー探知機を起動するようになりました。
修正 - レーザー検出器のガラス材料
修正 - 水鉄砲の液体接続
修正 - 高速移動時に運ばれたNPCを殺す。
修正 - 斜めの手すりの表面の問題
修正 - 添加剤塗料の選択
修正 - 予算外の車両をスポーンしようとした後、エディタがロード車両画面を開くようにした。
修正 - 座席のプレイヤーのCTD
修正 - スターターアイランドコテージの「屋内」ボックスを増やす
修正 - シート、ロープフック、ウィンチ、接続グリッパー、および塗装可能なインジケータのツールチップ
修正 - 水鉄砲の作動
修正 - SRラッチの記述を挙動と一致させる。
修正 - 既製の流体タンクの質量を増加
修正 - スポーンされていてもパワーがない場合、ギアボックスがデフォルトのギア比を使用するようになった。
修正 - 7x7ハイグリップタイヤメッシュをリセンタリングしました。
修正 - レンダリング時にサーキットブレーカーが強制カラーを使用する。
修正 - 1つの損傷の後に完全に壊れる電気ヒーター
修正 - 初心者の島の編集グリッドを下に移動しました。
修正 - スポットライトボリュームのレンダリングが弱い
修正 - コンポーネントのダメージの上限が 50 になりました。
修正 - 運搬時にサバイバーがループする「プレイワンス」アニメーションを修正
修正 - 消えるラグドール
修正 - 距離センサーの説明を更新し、正しい範囲を表示するようにしました。
修正 - 可変バルブとオン/オフ流体バルブが電動であることを必要とするようになりました。
修正 - ミラーリング時のレーザービーコンレンダリング
修正 - ローターを折り畳んだときに音がしなくなった。
修正 - 電源を入れていないライトがレンダリングしようとしなくなった。
修正 - フォロワーが突然アンロードされた場合のCTD
修正 - 動物がコンパートメント内で浮力を持つようになりました。
修正 - レーダーとソナーは海面の上と下のターゲットのみを検出するようになりました。
修正 - サバイバーの温度と酸素ネットワークの同期
修正 - チャットボックスに無限メッセージを保存するようにした (現在は128キャップ)
修正 - マイクロプロセッサのメモリレジスタ
修正 - ダイビング器材を装着している間、ブレスバーが回復しない
修正 - 水中での雨のレンダリング
修正 - フォトモードでチャットを非表示にする
修正 - ディーゼルエンジンの説明を更新
修正 - 静的な車両がデフォルトでパワーを消耗する
修正 - 電気リレーのデフォルト状態を修正
修正 - テレポート時に運ばれた生存者が死亡する。
修正 - 速度での小道具の物理とレンダリングの問題
修正 - EMPを使用した場合にエンジンが完全に停止するようになった。
修正 - カメラIRレーザー
修正 - ツールチップを見るときのラグの蓄積
修正 - mega-island、arctic-base、mp-islandの「屋内」ヒットボックスを調整しました。

F2の開発者デバッグモードが削除されました。

旧ミッションスポーンシステムのサポートが削除されました。
すべてのプレイリストのチェックを外すと、デフォルトのミッションが発生しなくなります。


*1 server.getPlayerPos(player_object.id