V1.2.3

of Stormworks: Build and Rescue was released on June 11th, 2021.
====
* Feature - Mission QOL and Frameworking
* Feature - Building fire missions
* Feature - Improved responsiveness of inventory searchbox
* Feature - Improved fluid system to be more stable
* Balance - Increased SRB thrust by ~4x
* Balance - Buffed steam turbine generation
* Rework - Added new inventory category for windows
* Fix - Lua documentation for getTileTransform
* Fix - Additive rendering for the firebox
* Fix - Firebox consuming an extra coal than expected
* Fix - Firebox tending to go out occasionally
* Fix - Radiation detector now tracks and tests its compartment
* Fix - Ocean missions always spawning at tile center
* Fix - Coal funnel not reserving voxels for spawn coal physics
===Summary of mission qol changes:===
* Huge world load time optimization
* Difficulty is now tied to no_clip instead of custom_menu so custom career players get correctly scaling missions
* ?mstart now has mission type and difficulty parameters
* Clean up missions with ?mclean
* Survivors can now spawn with strobes which activate when in the water,
* Missions that are loaded no longer despawn to prevent expiry mid-mission,
* Fixed several framework issues including misison objects not randomizing for each mission spawn
* Mission survivors/fires now scale with difficulty
* Characters and objects now display their names in game
* Rewards for delivering survivors now scales with their health
* Better flavor text for missions expiring
* Rescaled mission spawn rate to be ~hourly
* Fix missions not spawning in the first few days of career
* Missions vehicle size now sacles with difficulty
* Transport missions passengers also become NPCs on delivery
* Transponder mission radius balancing
* Bleeding survivors no longer stop bleeding if fully healed but no longer start at low health. Not all survivors now bleed.
===Lua API:===
* + TILE_DATA, is_success = server.getTile(transform)
* TILE_DATA = 
* ["name"] = tile_name
* ["sea_floor"] = sea_floor_height
* ["cost"] = purchase_cost
* ["purchased"] = is_purchased
* + is_success = server.addDamage(vehicle_id, amount, voxel_x, voxel_y, voxel_z)
* + is_simulating, is_success = server.getObjectSimulating(object_id)
* + is_success, voxel_x, voxel_y, voxel_z = server.getVehicleSign(vehicle_id, sign_name)
* ~ server.setPopup(peer_id, ui_id, name, is_show, text, x, y, z, render_distance, [vehicle_parent_id], [object_parent_id])
==Source==
* Steam Community News
Category:Patch notes