recursal/Fanatic-Fandom huggingface dataset:
V0.5.7

**V0.5.7** of *Stormworks: Build and Rescue* was released on December 15th, 2018.

## V0.5.7

* Feature - christmas season lasting until january 1st

* 2 seasonal hats and 1 new clothing item (santa hat, antlers, santa costume)
* The npcs appear to enjoy christmas as well...
* Various christmas decorations on the creative island and starter island
* Rain replaced with snow
* Loot chests replaced with presents

* Feature - train wheels have on/off output for detecting whether or not they are slipping
* Feature - added new robotic pivot that can transfer fluid and power
* Feature - added 8 new microcontroller components

* Function gate with 1 input (for compacting arithmetic with lots of constant values)
* Boolean function gate with 4 inputs (similar to existing function gates but evaluates logical expressions composed of & (and), | (or), ^ (xor) and ! (not))
* Boolean function gate with 8 inputs
* Pulse (outputs a 1 tick pulse when toggled in one of 3 different modes)
* 4 timer components (ton, tof, rto, rtf - see descriptions in inventory for more detailed information)

* Feature - added properties to microcontroller up/down gate for setting min/max and optionally clamping to them
* Feature - added "backups" tab to vehicle and microcontroller editor load views

* Overwritten vehicles are now backed up to "%appdata%/stormworks/data/vehicle\_backups", backups older than 24 hours will be permanently deleted
* Overwritten microcontrollers are now backed up to "%appdata%/stormworks/data/microprocessor\_backups", backups older than 24 hours will be permanently deleted
* Editor autosave interval increased from 2 to 5 minutes
* Autosave will be backed up when a new autosave takes its place
* Spawning a vehicle will back up the previous autosave

* Fix - mass calculated correctly for microcontrollers
* Fix - throttle lever backlights visible in vehicle editor
* Fix - improved large jet intake description
* Fix - gripper/track connectors now connect properly in both orientations
* Fix - bollards added at train terminals to prevent trains that are too large for the tracks from exiting the hangar
* Fix - fixed train wheels negative braking
* Fix - renamed small ladder to ladder
* Fix - microcontroller read/write large components no longer have individual channel selectors on properties but instead only modify connected channels
* Fix - overwrite mission/microcontroller/vehicle confirmation now has title in red to make it clearer at a glance that this is potentially bad
* Fix - vehicle editor no longer autosaves single blocks
* Fix - fixed duplicating values in microcontroller dropdown list component
V1.2.14

**V1.2.14** of *Stormworks: Build and Rescue* was released on July 23rd, 2021.

* Feature - New crash dump reporting
* Feature - Small physics optimizations (~10% improvement)

* Fix - Clients now correctly simulate the server in the background (Cause of several desyncs)
* Fix - Static vehicle secondary bodies now simulate their buoyancy

* Rework - Updated various AI vehicles with new window parts
* Rework - Relocated military base fast travel node
* Rework - F1 Profiler logic sections reorganized
* Rework - Improve protection against twilight zoning

* Fix - Hardpoint connector buoyancy surfaces
* Fix - Return nil when getAddonData/getLocationData/getLocationComponentData fails
* Fix - Outdated function name in lua example code
* Fix - setGameSetting(unlock\_all\_islands) should now trigger correctly

* Rework - Default AI vehicles addon now supports additional seated crew, placing NPCs in seats with the same name

* Fix - Test location not despawning after a save/load
* Fix - Hose pressure dropping with absolute world height
Radar Detector

Dimensions
 Cost
 Logic inputs
 Logic outputs
 Connections

Radar detectors output an 'on' value when the vehicle is detected by radar from another vehicle. Note that this is not directional, and positioning of the detector does not matter. Multiple radar detectors at various locations on the same vehicle will all have matching outputs.

Also note that vehicles will not detect themselves with their own radar. Even a disconnected part from the vehicle (e.g. the radar on a missile launched from a vehicle) will neither detect the vehicle itself nor set off its radar detector. Of course, radar can still detect friendly, civilian, or hostile vehicles and set off their radar detectors.

Intermittent 'on' signals generally indicate that the vehicle has been detected by another vehicle with a radar in a sweep or scan mode, which may be used to orient turrets towards nearby vehicles. Persisent 'on' signals ("radar locks") generally indicate that the vehicle is being tracked by another vehicle with a radar in static mode, commonly used by launched missiles and unmanned weapon turrets locked onto a target. If a radar lock is detected, radar can be used to determine if there is an approaching missile, while Flare Launchers loaded with chaff can be used as a decoy to attempt to divert attacks from missiles and autoturrets.
V1.1.14-17

**V1.1.14-17** of *Stormworks: Build and Rescue* was released on March 26th, 2021.

## V1.1.14-17

* Rework - Vehicle bodies that don't generate buoyancy data properly will have drag applied

* Fix - Improved performance of AI aircraft add-on
* Fix - Stopped ai\_debug command from causing issue in multiplayer
* Fix - Can now deliver survivors to the hospital correctly
Bedrock Edition beta 1.16.220.51

**Beta 1.16.220.51** is the second beta version for Bedrock Edition 1.16.220, released on March 11, 2021, which had technical changes and fixes bugs.

## Changes

### Technical

GameTest Framework
* Renamed all references of Actor to Entity.
* Renamed BlockPos to BlockLocation.
* Added startSequence in GameTest which allows finer control over advanced test sequences.
* GameTest sequence callbacks no longer take tests a parameter as the initial test object now lives as long as the whole test.

## Fixes

General
* Sounds of ditching/collecting Powder Snow with bucket are now assigned to the correct sound categories (MCPE-111739).
* Player no longer constantly emits particles when on fire after exiting Powder Snow (MCPE-111679).
* Powder Snow block is no longer present in Creative Menu (MCPE-105407).
* Fixed Drowned holding tridents backwards during attack (MCPE-118213).
* Enabled "Find Friends" button on Xbox.

Performance and Stability
* Improved input latency on Windows 10 when V-Sync is enabled (MCPE-98861).

Accessibility
* Fixed a bug where UI screen reader didn't read out default controller focus and checkbox state on the Online Play is not Rated pop-up.

Technical
* Updated behavior packs to require explicit module dependencies when using other native modules.
* Identifiers within `render_controllers` will now be considered content errors if there is no render controller matching that name.
* Entity json before version 1.16.100 will no longer give a content error for the deprecated field `minecraft:foot_size`.
* Modified condition in "animation\_controllers.json" to allow mobs to enter "wield\_third\_person\_raise" (MCPE-118213).
* Fixed an issue where loading into a world would cause continuous molang errors around "unhandled request for unknown variable".

## References

1. ↑ "Minecraft Beta - 1.16.220.51 (Xbox One/Windows 10/Android)" – Minecraft Feedback, March 11, 2021.
V0.3.1-2

**V0.3.1-2** of *Stormworks: Build and Rescue* were released on July 27, 2018.

## v0.3.2

* Feature - Added workshop tag for subassembly
* Feature - Small vehicles can now be uploaded to the workshop providing they have 1 non-basic block component on them or contain more than 10 basic blocks

* Fix - Fixed paintable sign additive rendering not updating when painted
* Fix - Fixed redoing erased components on loaded vehicle putting component on new body
* Fix - Fixed freezing issue when placing a large number of blocks in symmetry
* Fix - Block placing sound effect no longer plays many times when drag-placing blocks
* Fix - Move widget for selection grid shows after loading a subassembly with resize mode set

## v0.3.1

* Fix - Fixed islands and vehicles not rendering on Mac
V0.2.11-12

**V0.2.11-12** of *Stormworks: Build and Rescue* were released on May 25, 2018.

## v0.2.12

PLEASE NOTE: This update has numerous changes that unfortunately make old saved games incompatible (old vehicles are unaffected)

* Feature - Multiplayer system overhauled to use Steam P2P (you no longer need to port forward and can connect easily connect with anyone on your Steam friends list)
* Feature - Maximum player count in multiplayer increased to 6
* Feature - Multiplayer now has career mode as well as creative (co-op, inventory and money is shared between all players)
* Feature - Multiplayer games can now be loaded/saved
* Feature - You can now sleep in beds placed on vehicles
* Feature - Bed component unlocked by default
* Feature - Added sleeping in multiplayer
* Feature - Added triggers to mission editor for lighting fires
* Feature - Mission fires can be set to be unlit when they spawn
* Feature - Rebalanced mission rewards (missions award blueprints and stock more consistently. Stock rewards are scaled more sensibly)
* Feature - Fire extinguishes when submerged underwater
* Feature - Added button to mission editor for replacing selected vehicle's file without having to remove
* Feature - Added more descriptive tooltips to mission editor component buttons

* Fix - Fixed painting signs when flipped
* Fix - Fixed blue editor mesh for sign not rendering when flipped
* Fix - Undo/redo works correctly with additives
* Fix - Paint replace tool works correctly with additives
* Fix - Fixed purchase island signs sometimes reappearing on purchased islands
* Fix - Reduced pitch speed of medium oil rig crane
* Fix - Minor improvements to rendering of water in sealed compartments
* Fix - Fixed characters immediately un-crouching into blocks when exiting a vehicle seat
* Fix - Missions with the "fire equipment" requirement set will correctly wait until equipment has been unlocked before spawning
* Fix - Various changes and reworks of systems in multiplayer

## v0.2.11

* Feature - Replaced selectors with dropdown lists on settings menu where useful
* Fix - Fixed vehicle button mission triggers not working
* Fix - Fixed destroying missions in creative mode not working correctly
* Fix - Dropdown lists block UI elements underneath them
Airlock

*This article is a stub. You can help Stormworks: Build and Rescue Wiki by expanding it.*

An Airlock is an entrance most used in submersibles which involve two door docks (or custom doors) and water pumps, when a player enters the airlock, they press a button to flood or dry an airlock and then open the door to go in or out of the vehicle.
V1.4.9

**V1.4.9** of *Stormworks: Build and Rescue* was released on February 25th, 2022.

## V1.4.9

* Feature - Improved Controller support for UI and menus
* Feature - Internet servers now display and sort by their ping (and show current tps)
* Feature - Improved player list network information (current ping, frames behind server and bandwidth quality)
* Rework - Removed old network frame numbers from the scoreboard as players often confused this with ping.

* Fix - Friend servers now show their DLC status
* Fix - Fish sync rate being very high and causing large bandwidth usage
* Fix - MacOS Audio crackling
V0.10.13

**V0.10.13** of *Stormworks: Build and Rescue* was released on April 9th, 2020.

* Feature - Emergency Beacon and Emergency Beacon Locator
* Feature - Added a help message for admins when un-authed player joins the game

* Fix - Added missing composite node to Harness
* Fix - Rope audio playing at full extension / retraction
* Fix - Cost of medium winch
* Fix - Time desync for mission and research display timers
* Fix - +connect command line parameter not working
* Fix - Added further protection from chat + mission object crashes
V0.4.21-22

**V0.4.21-22** of *Stormworks: Build and Rescue* was released on October 29th, 2018.

## V0.4.21-22

* Feature - Vehicle state is saved when vehicles despawn and restored when a vehicle comes back into range (logic and physics state)
* Feature - All connectors can be picked up in the same way as handles
* Feature - Fluid connector no longer requires electricity to connect (sending an on signal to the connector will detach it instead of attach, can also be detached manually by grabbing it while it is connected)
* Feature - Engines can now catch fire and explode when overheated too much
* Feature - Looking at an engine in advanced mode will show a tooltip with its current status to make it easier to diagnose issues (fuel, electricity, coolant, exhaust, air, overheated)
* Feature - Circuit breakers can be renamed and a default state can be set
* Feature - New particles show the flow of water between two volumes when a door or hatch is opened
* Feature - Added electrical connector component

* Fix - Rebalanced aerofoil forces in advanced mode
* Fix - Rebalanced engine temperatures
* Fix - Coolant in engines filters to water only
* Fix - Component mass now shows mass value correctly when less than 1
* Fix - Increased generator capacity
* Fix - Rotors dampen when in water
* Fix - Engines with 2 exhausts produce smoke from both
* Fix - Increased engine pitch by 25%
* Fix - Increased aircraft engine mass
* Fix - Fixed radiators not working as well in one direction
* Fix - Engine fuel consumption, coolant operation and exhaust particles reduced
* Fix - Fixed rotor physics desyncing in multiplayer
* Fix - Fixed being kicked out of seat in multiplayer when another player returns a vehicle to the workbench
* Fix - Fixed trim not being updated properly after parsing seat state
* Fix - Separated fluid/torque/electric from data logic in component info panel
* Fix - Buzzer and foghorn now use electric
* Fix - Increased volume of foghorn
* Fix - Fixed some vehicles with custom doors getting stuck in an infinite load
* Fix - Improved performance of vehicle damage system when many collisions are being generated
* Fix - Vehicles no longer fly into the air when exiting the character editor in singleplayer
* Fix - Character special outfits belonging to a vehicle are correctly reset when returning the vehicle to the workbench
* Fix - Engines now state that they use diesel in their descriptions
* Fix - Fluid tanks can be set to spawn empty
* Fix - Fixed missions with fire crashing multiplayer games
* Fix - Reduced wheel grip to improve stability of wheeled vehicles in multiplayer
* Fix - Reduced brightness of paintable sign additive
* Fix - Fixed circuit breaker rendering incorrectly when flipped
* Fix - Fixed water not draining from compartments to open air when above water level
V0.2.39-40

**V0.2.39-40** of *Stormworks: Build and Rescue* were released on July 13, 2018.

## v0.2.40

* Fix - Fixed workshop files no longer updating properly for some players
* Fix - Fixed vehicles uploaded to workshop after previous patch not loading correctly in editor

## v0.2.39

* Feature - Added trigonometry logic component (provides sin, cos, tan, asin, acos and atan)
* Feature - Added exponent logic component (the exponent's value can be set using the select tool)
* Feature - Added small keypad component (used to easily input a number into your logic system)
* Feature - Added large keypad component (used to easily input 2 numbers, with a shortcut button that inputs current waypoint coordinates)
* Feature - Trim will quickly reset to 0 if both directions of axis are held simultaneously

* Fix - Workshop vehicles have default name unrelated to workshop item name to allow uploads to be renamed with special characters (any vehicles reported as not showing in the editor can now be fixed by updating the workshop item from in-game. If you find a vehicle that doesn't show up, notify the creator so they can apply the fix)
* Fix - Vehicle upload title editbox allows typing of punctuation/symbols
* Fix - Fixed temporary workshop files not being cleared up before/after upload causing mission files to sometimes be included in workshop uploads
* Fix - Fixed issues with key buttons getting stuck when using external inputs
* Fix - Minimap faces correct direction when attached to ladder
* Fix - Pilot seat UI hides when fast travelling from a seat
* Fix - Fixed camera not resetting properly when fast travelling from a ladder
* Fix - Opening pause menu in singleplayer pauses the game again
* Fix - Increased trigger zone for lighthouse delivery mission to ensure secondary objective triggers
* Fix - Third objective of sea water sample mission is no longer completed by default
* Fix - Fixed crash when converting very large floating point values to text on component tooltips
* Fix - Fixed push buttons not releasing when pressed in third person
* Fix - Fixed held buttons desyncing in multiplayer when moving out of range
* Fix - Both docking doors will reset their logic outputs when disconnecting
* Fix - Water cannons spray in the correct direction when flipped
* Fix - Paintable sign additive renders correctly when flipped
* Fix - Engines no longer output torque when switched off
V0.2.36-38

**V0.2.36-38** of *Stormworks: Build and Rescue* were released on July 6, 2018.

## v0.2.38

* Feature - Added "Spawner" workshop tag for missions to help distinguish missions used for spawning bases/large vehicles (if you have a mission uploaded already that fits that criteria it would be great if you can update it with the new tag to help players find it)

* Fix - More rebalances to mission reward value and critical mission times from previous patch
* Fix - Fixed external input on key button causing strange behaviour
* Fix - Updated mission workshop upload text to make it clearer that vehicles are embedded as part of the upload
* Fix - Fixed vehicles in mission editor not always updating their rendering when replacing their file
* Fix - Fixed mission editor forgetting that a component is selected when opening other editor views
* Fix - Vehicle editor free mode camera no longer continues to move if clicking on the UI
* Fix - Failed missions no longer display an empty reward notification
* Fix - Pressing R on non-player vehicles no longer attempts to return them to the workbench

## v0.2.37

* Feature - Added "world view" button in vehicle editor that lets you view the surrounding environment while designing your vehicle (useful for base building and as a scale reference)
* Feature - You can now load, save and share your static structures on the workshop (vehicles uploaded to the workshop from a static workbench will be automatically tagged with "structure")
* Feature - Added new mesh for static workbenches to distinguish them from regular workbenches
* Feature - Static workbench tooltip now says "create structure" instead of "create vehicle" to make their purpose clearer
* Feature - Updated existing missios to have time limits (hour and a half for non-critical missions, 20 mins for rescue missions)
* Feature - Added flares to existing rescue missions
* Feature - Added 3 new missions to Research Center playlist
* Feature - Added new critical rescue mission to Skye Power Company playlist
* Feature - Updated the Stormworks Issue Tracker to have search feature and buttons to request mark as implemented/duplicate/not an issue

* Fix - Fixed cases where dynamic objects would load before vehicles causing survivors to spawn inside boats
* Fix - Fixed issue where some objects would not unload and fall into ocean if island at that location was unloaded
* Fix - Mass of connectors is rebalanced when connecting to resolve physics crashes when towing vehicles
* Fix - Optimised case where server was double-simulating some vehicles
* Fix - Fixed crash in mission editor when creating new playlist with component selected
* Fix - Added missing buoyancy data to large winch
* Fix - Rebalanced reward value for missions

## v0.2.36

* Fix - Fixed key buttons
* Fix - Fixed JK and SR latches
* Fix - Fixed missing physics on creative island
Camera small

*This article is a stub. You can help Stormworks: Build and Rescue Wiki by expanding it.*

"A camera with video output feed".

 Dimensions
 Cost
 Logic inputs
 Logic outputs
 Connections
 Since version

## Notes

A relatively cheap, lightweight camera with a variety of uses including remote-control video-guided missiles, reversing cameras for land vehicles and ships, crane alignment view cameras, hazmat robot cameras, hull damage inspection cameras, etc.

### FOV / Zoom

Unlike all of the other cameras, the small camera has a fixed field of view of 70 degrees, the same as a player using default settings, so effectively a fixed zoom value of 1:1 with player vision. Note that when connected to monitor with a rectangular (but not square) screen, only the narrow dimension has the exactly 70-degree FOV - the wider dimension gets a larger FOV in proportion to the difference so that the image is not stretched.

## Patch history

### V0.10.19-22

* Fix - Recategorized cameras and speakers

### V0.9.28-32

* Fix - Camera feed visually not disappearing completely on signal loss
* Fix - Camera feed and lua overlay transparencies fighting

### V0.9.1-2

* Fix - Vehicle cameras not using graphics quality settings

### V0.8.16-18

* Fix - Rain and snow not displaying correctly when video camera is active
* Fix - Flickering player flashlight when video camera is active in 1st person view

### V0.7.6-7

* Fix - camera meshes appear correctly when flipped
* Fix - cameras now render water correctly when inside vehicle compartment

### V0.7.1

* Feature - Added 3 camera components (small, medium and gimbal)
* Feature - New video logic type used for transferring camera and video feeds between components
* Feature - Added 4 monitor components to view camera and video feeds
	+ Video logic can be chained through several scripts to layer many draw commands together, making it possible to build self-contained UI microcontrollers
* Feature - Added 2 video radio components (transmitter and receiver)
* Similar to radio antennas, but they transmit a video signal
* Quality of video signal will degrade over long distances
Infrared mode

Infrared mode (nightvision) is used by the camera medium, camera gimbal, camera stabilized, and night vision binoculars. It is useful for seeing in dim light.

## Effect

Infrared mode significantly increases the brightness of the image, adds a grain effect, makes the image grayscale (black and white), and somewhat reduces the field of view to a circle around the center of the image.

Contrary to what the name would suggest, infrared mode is not thermal infrared, and cannot see things merely because they are hot (such as engines, people, and weapon barrels). It still requires illumination, just much less than regular vision.

## Lights

Regular lights, searchlights, and spotlights all have a toggleable parameter to set them to infrared mode. In this mode, their light will be invisible to the naked eye, yet still retain their usual visibility for nightvision binoculars and cameras in infrared mode.

Note that RGB lights and indicator lights do not have an infrared parameter.

## Strobes

Infrared strobe lights can be worn to allow infrared cameras to spot someone while regular vision would not.

## Lasers

Laser distance sensors and the camera stabilized both produce lasers, and both have a toggleable parameter to make their lasers use infrared mode. As with lights, regular lasers are visible both to the naked eye and to infrared cameras, yet infrared lasers are only visible to infrared cameras.

## Flares

Flare launchers can deploy flares that produce infrared light. Note that these flares still produce a significant amount of visible light, though perhaps only 1/4 that of regular flares. These flares can actually produce enough light to be blinding to infrared cameras, though if fired high in the air can serve as a good source of illumination for nighttime search and rescue operations.
Steam piston

deleted this, because this was bullshit. I wrote it when I was new to the game and saw other people couldnt figure out how this worked. I consider me an experienced player now and since deleted the tutorial. I dont think this could be of use for someone anymore since Space DLC and stuff. If you thing otherwise just DM me.

If you need help with steam engines/pistons watch some tutorials on youtube. Just type "Stormworks steam piston tutorial"

Just a few tips:

6 Pistons in a row seem to work best on all sizes

you can use them in compound, just use 2:1 ratio of smaller and larger ones (for example 12 medium and 6 large)

depending on the method how you employ steam pistons, impellers that pump in or out the steam can help/fix some creations

boilers are still pretty buggy right now, especially at temps above 150 (they just dont accept water anymore and run dry, even with impellers with 50+ rps, seems to be a bug since pressure on the water intake maxes out at 60 atm while inside the boiler there are like 20 atm.)

Have Fun with Stormworks!

P.S. too lazy to do a more in depth explanation, if you really really need help just DM me: Guardduck987#2744
V0.3.9-12

**V0.3.9-12** of *Stormworks: Build and Rescue* were released on September 7, 2018.

## v0.3.12

* Fix - Fixed docking doors not connecting
* Fix - Resolved remaining issues with vehicle components not working correctly after v0.3.9
* Fix - Vehicles no longer spawn underwater when spawning from workbench (they spawn where they appear to be in the editor world view)

## v0.3.10-11

* Fix - Fixed issues with docking doors not sealing properly
* Fix - Fixed some boats no longer floating after previous patch

## v0.3.9

* Feature - Added 6 new components for building custom sealable doors:
	+ Door Frame Edge, Door Frame Corner (allow you to build a frame that will form an opening into a sealed compartment)
	+ Door Panel Edge, Door Panel Corner (for building panels that will seal the door frame when they are sufficiently closed)
	+ Door Frame Controller (a special frame piece that lets you check if the door is closed and lock it when sealed)
	+ Robotic Door Hinge (a robotic hinge that can be placed flush with a door frame and has a 90 degree range of motion)
* Feature - Added save game prompt when quitting to menu with warning that data in autosave may be lost
* Feature - Added more information to multiplayer "failed to connect" screen with potential solutions

* Fix - Reworded "saving game" text to make it clearer that it's using the autosave slot
* Fix - Fixed physics desync when clients get out of seats in multiplayer
* Fix - Fixed some multiplayer issues caused by data from previous game not being cleaned
* Fix - Removed extra voxels from the front of small/large docking doors so that ladders can be placed there
* Fix - Water flow rate between compartments is based on size of door
* Fix - Fixed missing faces on part of medium oil rig mesh
* Fix - Fixed cut/paste not preserving external logic links correctly in some cases
V0.4.27

**V0.4.27** of *Stormworks: Build and Rescue* was released on October 13, 2018.

* Feature - Added EMP damage and a small chance of lightning causing EMP damage to electrical systems on vehicles above 120m altitude

* Feature - F2 physics rendering now cycles through physics, buoyancy volume and displacement visualisations

* Feature - Updated loot crate mesh to look like a tea crate

* Feature - Added new chest loot type that sinks, updated existing underwater locations with loot

* Feature - Added 3 new underwater locations (requires new game):
	+ - Seabed caves (an underwater cave system
	+ - Shipwrecked iron-hulled merchant vessel
	+ - Shipwrecked timber caravel

* Feature - Added names and icons for several locations (underwater locations can now be found on the map)

* Fix - Fixed rudders getting locked to north/south/east/west at high speeds

* Fix - Fixed vehicle geometry breaking when lots of pipes are placed on the same body

* Fix - Fixed spotlights facing the wrong way on creative island and airstrip base

* Fix - Fixed missing fluid transfer surface on fluid intake

* Fix - Fixed selection grid placement widget hiding when hovering components if ctrl or shift is held

* Fix - Fixed character and seat tooltips showing incorrectly when player is seated

* Fix - Fixed light additive not rendering in vehicle editor

* Fix - Fixed blocked voxels and surfaces not rendering when placing components

* Fix - Added collective to aircraft propeller

* Fix - Updated gearbox mesh to show connections and direction

* Fix - Potential fix for mouse cursor not being visible for some players

* Fix - Removed additive parts of electric and fluid connectors

* Fix - Updated mud pump truck and nuclear forklift mission vehicles

* Fix - Reduced intensity of scuba mask vignette effect in first person

* Fix - Fixed day/night cycle duration not being restored when loading a saved game

* Fix - Multiplayer stability improvements

* Fix - Reworked Steam P2P multiplayer
V1.4.4

**V1.4.4** of *Stormworks: Build and Rescue* was released on February 3rd, 2022.

## V1.4.4

* Feature - Natural Disasters
* Feature - Weather System Rework
* Feature - Disaster Relief Missions
* Feature - Fish Wildlife System
* Feature - Air Raid Siren Component

* Radial Tsunamis
* Meteor Strikes
* Volcanic Eruptions
* Tornados
* Whirlpools

* Fix - Crash in multiplayer when entering/exiting seats
* Fix - Weapons addon tank damages itself when pitching turret
* Fix - Default addon zones sometimes being mis-positioned
* Rework - Mount Goldblum is now a volcano
* Rework - Megalodon now have 5x more health

## Additional Info

* Natural disasters can now spawn through the world, and are interlinked with the mission system.
* Although rare, natural disasters will make missions more challenging and spawn more frequently as time passes.
* A new save is recommended to enable the default\_natural\_disasters addon for the full experience.

* Weather is no longer bound to the host's position:
	+ Custom menu sliders now display client-side local weather conditions when not overriding
	+ getWeather now correctly samples the target position

* Fish can be enabled by toggling wildlife in general settings (moved from graphics settings); their spawnrate can be adjusted by the game host in general settings.

* Volcanic ash can clog up air intakes, be careful when navigating them in vehicles.

* We are expecting to make some balance changes on spawnrates, strength and other factors of natural disasters based on player feedback, the disasters may be very ferocious on launch day so keep a keen eye on the horizon!
V1.2.3

**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

* 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])
V0.8.16-18

**V0.8.16-18** of *Stormworks: Build and Rescue* was released on August 23rd, 2019.

## V0.8.16

* Feature - Added Angular Speed sensor component (detects rotational velocity around the axis that it's facing)

* Fix - Arrows on angled pipes
* Fix - Fixed vehicles wobbling with brakes enabled
* Fix - Glitching white triangles in vehicle editor selection / logic views
* Fix - Potential crash when applying EMP lightning strike effect
* Fix - Rain and snow not displaying correctly when video camera is active
* Fix - Flickering player flashlight when video camera is active in 1st person view
* Fix - Flickering buttons, screens, dials, at high velocity
* Fix - Stuttering animations on winch cable / harness seat at high velocity
* Fix - Smoke exhaust spawning in front of exhaust ports at high velocity
* Fix - Added wedge to bottom of inclined railing segments
* Fix - Added composite node data transfer to dock doors
* Fix - Reduced weight of railing segments
* Fix - Corrected seat composite node descriptions
* Fix - Additive paint brush can eyedrop additive paint color
* Fix - Fixed currency not displaying when buying fuel
* Fix - Fixed multibody component selection in vehicle editor
* Fix - Fixed copy/pasting locked components in vehicle editor not updating component inventory
* Fix - Fixed wardrobe interaction tooltip not being visible
* Fix - Fixed docking door magnets in some orientations
* Fix - Fixed held key states not being reset when entering vehicle and mission editors

## V0.8.17

* Fix - Fixed multibody components being removed when pasting
* Fix - Held keys not being reset when Esc menu is called
* Fix - Fixed angular speed sensor being selectable

## V0.8.18

* Fix - Lag when deleting components
* Fix - Docking doors magnet clipping/flipping
* Fix - Docking doors flipping on spawn
* Fix - Additive paint picking from an instrument panel
* Fix - Helm composite node disappearing
* Fix - Re-enabled emote-wheel
* Fix - Locked components are now processed during paste rather than after
Wiki/Building/Components

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 Building
 **Components**

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## Components   [ edit page ]

The components names on this page might differ from the names used in the games editor (mostly only the order of words changed).

## Subpages

 Blocks  Vehicle Control  Mechanics  Propulsion  Person Operations  Radio  Fluids  Logic  User Input  Electricity  Displays  Sound  Sensors  Decorative  Video
Do you think a subpage is missing?

## Blocks

Parts without any logic and moving parts.

For example:

* Cubes
* Windows

## Vehicle Control

Parts that help you to steer/move/control a vehicle.

For example

* Wheels
* Wings
* Rudders

## Mechanics

Parts that can move other things or can be moved itself.

For example:

* Pivots
* Hinges
* Doors
* Tracks
* Hardpoints

## Propulsion

Parts that are used to move vehicles.

For example:

* Wheels
* Propellers
* Engines
* Gearbox / Clutch

## Person Operations

Parts that allow interaction with persons.

For example:

* Bed
* Medical bed
* Clothes / Outfits

## Radio

Parts that allow wireless communication.

* Antennas for video
* Antennas for composite
* Antennas for audio

## Fluids

Parts to handle fluids.

For example:

* Pipes
* Pumps
* Valves
* Tanks

## Logic

Parts that interact with the logic network.

For example:

* Add, subtract, multiply, divide
* AND, OR, NOT
* Microcontrollers

## User Input

Parts that allow the user to interact with the logic network.

For example:

* Buttons
* Pilot seats

## Electricity

Parts that interact with the energy network (only used in  Advanced Mode.

For example:

* Relay
* Battery
* Generator

## Displays

Parts that display values from the logic network.

For example:

* Dial
* Digital display
* Artificial Horizon

## Sound

Parts that make sounds.

For example:

* Foghorn
* Buzzer

## Sensors

Parts that read values from the environment and output values for the logic network.

For example:

* GPS
* Speed Sensor
* Torquemeter
* Radar/Sonar

## Decorative

Parts are just here to build nice looking vehicles

For example:

* Rails
* Tire (not a wheel!)

## Video

* Cameras produce video data
* Monitors display video data
V0.4.37-39

**V0.4.37-39** of *Stormworks: Build and Rescue* was released on November 5th, 2018.

## V0.4.37

* Fix - Fixed battery meshes
* Fix - Fixed torque meter output values being swapped
* Fix - Fixed network crash when exiting multiplayer game

## V0.4.38

* Fix - Fixed custom doors causing some vehicles to be stuck infinitely spawning
* Fix - Vehicle editor now accepts [alt] + [lmb] to pan camera and [shift] + [lmb] to rotate camera for players with no right and middle mouse buttons
* Fix - Updated tutorial to reflect new rotation/panning controls
* Fix - [q] and [e] are now used to lower/raise the vehicle editor free mode camera due to clash with [alt] and new rotation/panning controls
* Fix - [-]/[+] on the numpad are correctly recognised for zooming the camera as well as [-]/[=]
* Fix - Fixed centre of mass rendering position innacuracy
* Fix - Fixed gyro description
* Fix - Parachute outfit now affected by wind when open

## V0.4.39

* Fix - Can now drag from inventory to hotbar again
* Fix - Vehicle editor camera no longer rotates when holding shift to change drag plane
* Fix - Throttle lever stops moving if it doesn't have any electric charge (advanced mode)
* Fix - Rudders only consume electricity when actuating (advanced mode)
* Fix - Distance sensor and GPS now correctly consume electric (advanced mode)
V0.9.25-27

**V0.9.25-27** of *Stormworks: Build and Rescue* was released on January 17th, 2020.

## V0.9.25-27

* Feature - Flare Launcher

* Rework - Game temperature general system rework

* Fix - Temperature falloff for heated/safe zones
* Fix - Tree fires are now hot for the temperature probe
* Fix - Temperature probe mesh errors
* Fix - Temperature probe description updates
* Fix - Deprecated components sometimes appearing in inventories
* Fix - Rare CTD with multibody components
* Fix - Removed "The Orb"
* Fix - 3D markers showing in photo mode
* Fix - Editor logic tooltips font colour incorrect
* Fix - Editor tooltips not showing for certain logic types
* Fix - Time flickering on creative menu slider
* Fix - CTD caused by speaking into a mic for an extended duration
* Fix - Resolved development issue
V1.0.22

**V1.0.22** of *Stormworks: Build and Rescue* was released on November 27th, 2020.

## V1.0.22

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

* Rework - Manual saving now uses a background thread like autosaves

* 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
V1.3.14

**V1.3.14** of *Stormworks: Build and Rescue* was released on November 26th, 2021.

## V1.3.14

* Feature - 4 new missile parts with built-in fins
* Feature - Missile part model refreshes
* Feature - Rounded style hardpoint connector child
* Feature - Warhead built-in impact sensor
* Feature - Radar "missile instructions" output composite
* Feature - Chaff flares
* Feature - Flare launcher trigger passthrough node
* Feature - New Missile support for weapons ai script (and a new boat)
* Feature - AI vehicle basic avoidance raycasts
* Feature - New example missile launcher

* Rework - Added a 1s grace period to impact sensors to prevent triggering them on vehicle load
* Rework - Radar tracking algorithm improved
* Rework - Cameras are now correctly nameable

* Fix - Updated radar descriptions to explain sensitivity
* Fix - Remove extra physics voxel from missile radar
* Fix - MC tooltips now show in seats if they have logic nodes
* Fix - Robotic pivots no longer drain electric when damaged
* Fix - Ski no longer requires electric
* Fix - Ammo box not rendering on mesh export
* Fix - Non-arctic tiles spawning in the arctic (e.g. trainline tiles) being outside the search radius when spawning env-mods (env-mods not spawning for those tiles)
* Fix - Weapons AI turrets now respawn
* Fix - Default AI boats placing waypoints inside the riverbanks of sawyer isles

* Scripts should no longer try calling onTick before onCreate (Path nodes being built after scripts ticked caused boats to path through land after loading a save)
* added setVehiclePosSafe
* added resetVehicleState
* onPlayerLeave should now fire for all disconnect events
* Added body\_index parameter to onVehicleDamaged (useful to ignore damage to sub bodies aka missiles)

* Added new AI warship variant that is armed with a radar missile array carrying eight radar-guided missiles.
V0.2.32-35

**V0.2.32-35** of *Stormworks: Build and Rescue* were released on July 2, 2018.

## v0.2.35

* Fix - Fixed water cannon pitch/rotation not working from v0.2.33

## v0.2.34

* Fix - Fixed rudders, push to toggle logic and capacitor not working from v0.2.33

## v0.2.33

* Fix - Fixed fluid connectors not transmitting fluid volume correctly
* Fix - Fixed fishing boat fire mission not having "fire equipment" requirement
* Fix - Reverted physics optimisation from last week where enclosed spaces were filled in (this didn't have the performance improvement we were hoping for, and caused several other issues)
* Fix - Fixed issues where physics was not generating correct physics mesh for flipped/rotated pyramids/inverse pyramids/wedges (fixes slopes/ladders/windows that couldn't be walked up, and may improve performance in some cases)
* Fix - Fixed hole in physics mesh on the creative island's beach
* Fix - Increased large propeller mass from 1 to 20 so that it's not lighter than the small propeller
* Fix - Docking doors connect at the correct angle
* Fix - Inaccessible static workbench on one of the new islands is now accessible
* Fix - Attaching to handle uses left/right hand correctly when interaction keys have been rebound
* Fix - Mission editor camera no longer zooms in and out when scrolling through load/save menus
* Fix - Fixed mission editor camera rendering with incorrect offset when zoomed out far enough
* Fix - Improved desync for vehicle logic in multiplayer
* Fix - Improved speed of multiplayer (multiplayer shouldn't get stuck in low framerates as often)

## v0.2.32

* Fix - Loot boxes no longer crash game in multiplayer
* Fix - Main menu workshop link fixed
* Fix - Multiplayer client tick rate system reworked to manage problem where clients slow down game significantly
V0.3.13

**V0.3.13** of *Stormworks: Build and Rescue* was released on September 14, 2018.

## v0.3.13

* Feature - Added 2-sided Push-To-Toggle and Push Button components for placing in walls
* Feature - Added Fluid Nozzle component (sprays water with a controllable spread)
* Feature - Character creator defaults to the character you last created
* Fix - Fixed vehicles that have been offset using the move tool not spawning in the correct place
* Fix - Reduced the chance that random characters in the character editor will be wearing masks
Wiki/Building/Components/Blocks

*This article is a stub. You can help Stormworks: Build and Rescue Wiki by expanding it.*

< Back

 Wiki
 Building
 Components
 **Blocks**

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## Blocks   [ edit page ]

Block
 The basic block (a cube) you will use to build vehicles, side length 0.25 metres (1 unit). Has a mass of 1.

Wedge
 A basic building block for creating faces at a 45 degree angle to the axes. Has a mass of 0.5, takes up 1x1x1 units of space.
Wedge 1x2
 A basic building block for creating faces at a ~27 degree angle to the axes. Has a mass of 1, takes up 1x2x1 units of space.
Wedge 1x4
 A basic building block for creating faces at a ~14 degree angle to the axes. Has a mass of 2, takes up 1x4x1 units of space.

Inverse Pyramid
 A basic building block for creating faces at a 45 degree angle in two directions. Has a mass of 0.75, takes up 1x1x1 units of space.
Inverse Pyramid 1x2
 A basic building block for creating faces in two directions. Has a mass of 2, takes up 1x2x1 units of space.
Inverse Pyramid 1x4
 A basic building block for creating faces in two directions. Has a mass of 3, takes up 1x4x1 units of space.
Inverse Pyramid 2x2
 A basic building block for creating faces in two directions. Has a mass of 3, takes up 2x2x1 units of space.
Inverse Pyramid 2x4
 A basic building block for creating faces in two directions. Has a mass of 6, takes up 2x4x1 units of space.
Inverse Pyramid 4x4
 A basic building block for creating faces in two directions. Has a mass of 12, takes up 4x4x1 units of space.

Pyramid
 A basic building block for creating faces at a 45 degree angle in two directions. Has a mass of 0.25, takes up 1x1x1 units of space.
Pyramid 1x2
 A basic building block for creating faces in two directions. Has a mass of 0.5, takes up 1x2x1 units of space.
Pyramid 1x4
 A basic building block for creating faces in two directions. Has a mass of 1, takes up 1x4x1 units of space.
Pyramid 2x2
 A basic building block for creating faces in two directions. Has a mass of 1, takes up 2x2x1 units of space.
Pyramid 2x4
 A basic building block for creating faces in two directions. Has a mass of 2, takes up 2x4x1 units of space.
Pyramid 4x4
 A basic building block for creating faces in two directions. Has a mass of 4, takes up 4x4x1 units of space.

Weight Block
 A version of the regular building block with ten times the mass. Takes up 1x1x1 units of space.
Stair Step

Stair Top

Handle
 A player can grab this and pull the vehicle.
Ladder
 Combine at least 2 of them to use as a ladder. There can be a space of 1 block inbetween them and they will still work as 1 ladder.

# Windows

Window 1x1

Window 1x1 Wedge

Window 1x1 Pyramid

Window 1x1 Inverted Pyramid

Window 2x1

Window 2x2

Window 3x2

Window Large (3x3)

Window Narrow (1x3)

Window Large Angled

Window Narrow Angled

Window Large Corner

Window Small Angled

Window Corner

Porthole Small

Porthole
Bedrock Edition beta 1.16.210.61

**Beta 1.16.210.61** is the eleventh and final beta version for Bedrock Edition 1.16.210, released on February 24, 2021, which fixes minor bugs.

## Fixes

* Fixed several crashes that could occur during gameplay.
* Fixed a crash that could occur when using Code Connection.
* Fixed the map in offhand blocking the view when opening inventory in several Marketplace worlds.

## References

1. ↑ "Minecraft Beta - 1.16.210.61 (Xbox One/Windows 10/Android)" – Minecraft Feedback, February 24, 2021.
V0.3.7

**V0.3.7** of *Stormworks: Build and Rescue* was released on August 24, 2018.

* Feature - Added Large Oil Rig Base island (features a structure workbench on top of prebuilt oil rig legs for building custom rigs. Available to purchase in career mode and in the mission editor)

* Fix - Fixed pilot seat hotkeys being pressed when interacting with keypad components
* Fix - Added missing descriptions to clamp logic gate nodes
* Fix - Fixed more issues with uploading vehicles to workshop on Mac
* Fix - NPCs no longer fall under the floor when fast-travelling away from an island