recursal/Fanatic-Fandom huggingface dataset:
Camera medium

"A camera with video output feed. Has infrared mode as well as a variable field of view."

 Dimensions
 Cost
 Logic inputs
 Logic outputs
 Connections
 Since version

## Notes

A camera with telescopic and wide-field zoom capabilities, as well as infrared mode. It has a wide range of uses, including all of those for the small camera as well as more advanced applications like being placed on a weapon turret to zoom in and track distant radar contacts, allowing the player to positively identify them.

### FOV / Zoom

The camera's numeric FOV input will take values from 0-1 (anything higher or lower has no additional effect) and has a zoom range of 0.29x up to 28x zoom.

0 is the low-zoom wide field of view, with the camera seeing a 135-degree FOV (0.29x zoom). 1 is the high-zoom narrow field of view, with the camera seeing an approximately 1.43 degree FOV (0.025 radian FOV - 28x zoom). The camera's FOV setting is structured so that the number of degrees in its FOV increases evenly as the input value increases, so adding 0.5 to a low input value will add (135-1.43)\*0.5 degrees to the FOV.

The following function can be used in a function block or Lua block in a microcontroller to convert from desired zoom (x) to the required input value for the camera:

1-(2\*(180/pi)\*(atan (tan ((pi/180)\*(70/2.0))/x)))/(135-1.43)

The formula to go back from a camera zoom to FOV is

0.700208/tan(0.0053+1.16562\*x)

The same logic can be used for adjusting camera zoom when tracking targets at a distance. Once you've picked a desirable zoom setting for 100m, you can simply divide the target's distance by 100, multiply by the desired zoom for 100m, and then input that desired zoom (x) into the function above.

## 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
* Fix- increased medium and gimbal camera max zoom, made zoom characteristics the same for both cameras

### 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
Huge winch

## Adjustable parameters

The huge winch has a cable length of 600m. It is most commonly used for operating tethered electric submersibles which are powered by a large surface ship.

## See also

* Small winch
* Medium winch
* Large winch

## Version history

* V0.2.1: Fix - winch slip reduced
* V0.1.32: Feature - Winches will now extend when pulled with enough force
V0.10.19-22

**V0.10.19-22** of *Stormworks: Build and Rescue* was released on June 5th, 2020.

## V0.10.19-22

* Feature - Warnings when returning to workbench if there is a vehicle obstructing the zone
* Feature - Vehicle editor component logic node warnings

* Balance - Increased Gyro mass from 1 to 10
* Balance - Radio parts now consume electricity proportionate to range. x4 when transmitting.

* Fix - Physics engine collision issue
* Fix - Wind sensor angle smoothing instability
* Fix - Recategorized cameras and speakers
* Fix - Increased button audio range
V0.8.2-6

**V0.8.2-6** of *Stormworks: Build and Rescue* was released on August 2nd, 2019.

## V0.8.2

* Fix - Hull foam particles now render correctly
* Fix - Water stream particles now render correctly
* Fix - Removing mission no longer causes crash

## V0.8.3

* Fix - CTD in MC editor
* Fix - CTD Returning vehicles to workbench from map
* Fix - Glass textures going haywire
* Fix - Exiting photo-mode resetting camera roll

## V0.8.4

* Fix - Missions and their (mini-map icons) can now be toggled active again
* Fix - CTD when using Test Mission
* Fix - Research not appearing on the UI
* Fix - Jittering when paused
* Fix - Greatly reduced the distance based power drain of connectors
* Fix - Video monitors now render correctly in turning vehicle

## V0.8.5

* Fix - Return to mission editor no longer causes CTD
* Fix - Saving microprocessor no longer causes CTD

## V0.8.6

* Fix - Testing missions no longer causes CTD
* Fix - Currently tested mission despawns correctly on return to mission editor
* Fix - Outfit swapping now works correctly
* Fix - Fixed, fixed yaw, free camera settings now work for third person camera
Flare Launcher

Dimensions
 Cost
 Logic inputs
 Logic outputs
 Connections

Flare Launchers are vehicle-mounted systems to deploy flares. They are one-time-use and cannot be reloaded, though hardpoints can be used to create disposable flare pods which can be replaced like any other ordnance.

Deployed flares last for three minutes. They can be picked up by hand without injury and do not risk igniting vehicles.

Flares can be used for illumination during nighttime search-and-rescue operations (e.g. when trying to find stranded swimmers). They can also be used for signalling, providing a way for vehicles to report their position.

Infrared flares can be used to provide illumination for infrared cameras. These flares have about 1/4 the normal visible illumination, but still retain full visibility in infrared.

## Flare types

* Illumination: Provides bright illumination over a wide area but quickly falls to the ground. Can be used for signalling, including alerting rescuers to your location.

* Smoke: Provides some illumination and creates a billowing cloud of smoke. Can be used by aircraft to mark ground locations for rescuers to go to, as the smoke can be seen over terrain obstacles.

* Illumination parachute: Like an illumination flare, but falls slowly, providing good area lighting for a while. Excellent source of illumination for nighttime search-and-rescue operations (e.g. when trying to find stranded swimmers), especially as several can be spread over a wide area.

* Smoke parachute: Like the smoke flare but falls slowly. Largely decorative use, though can be used as a crude wind gauge.

* Chaff: Looks like a faintly sparkling cloud. Can be detected by radar, and if it is closer than the vehicle it was launched from, it will appear as the first target, potentially causing missiles to go off course and auto-turrets to aim into the air. Unlike the other options, chaff clouds only last about six seconds.

## Logic

Flares will launch when they receive an 'on' signal. They can be daisy-chained by connecting the launch passthrough output to the next flare launcher. When an empty flare launcher receives an 'on' signal, its launch passthrough will be set to on to launch the next flare. A blinker can be used to cause repeated flare launches, such as if sustained chaff is required.
V0.7.2-3

**V0.7.2-3** of *Stormworks: Build and Rescue* was released on May 17th, 2019.

## V0.7.2

* Fix - Fixed gimbal camera render position
* Fix - Updated some component descriptions

## V0.7.3

* Feature - Added more information to script help tab about touchscreens (with example) and available Lua functions
* Feature - Added several global functions to the lua API (pairs, ipairs, next, tostring, tonumber)
* Feature - Updated mission editor objective UI with new multiline editboxes to make it easier to add long descriptions to objectives

* Fix - Fixed editor arrows for gimbal camera not rendering in the correct place
* Fix - Monitors now show an error if you try to use input/output functions outside onTick or screen functions outside onDraw to make it clearer that this doesn't work
* Fix - Fixed monitors not rendering text on MacOS
* Fix - Rotors lose their RPS when folded
* Fix - Fixed monitors rendering their screen incorrectly when flipped
* Fix - Fixed completed research not being synced for clients when joining a multiplayer game
* Fix - Fixed gimbal camera not rendering the correct colour when it's the only component on a body
* Fix - Particles no longer appear to face the wrong direction when a camera is active
* Fix - Fixed first monitor sometimes failing to render static when several are active with no signal
* Fix - Limited max force of water jets
* Fix - Flipped gimbal camera axis polarity
V0.9.28-32

**V0.9.28-32** of *Stormworks: Build and Rescue* was released on January 31st, 2020.

## V0.9.28-32

* Feature - Added new options to increase video resolution

* Fix - 3D Mission markers not disappearing
* Fix - Large Black / White square artifact when staring at flares close-up
* Fix - Some editor logic tooltips not using light colour (Invisible text)
* Fix - Buoyancy mesh for Keypad Button Large
* Fix - Camera feed visually not disappearing completely on signal loss
* Fix - Wind velocity for flare smoke
* Fix - Camera feed and lua overlay transparencies fighting
V0.9.11

**V0.9.11** of *Stormworks: Build and Rescue* was released on November 15th, 2019.

## V0.9.11

* Feature - Environment Mods

Environment mods spawn on world creation, and do not de-spawn.
Players can create environment mods through the mission editor.

Default static vehicles have been removed from tiles and have been replaced by a handful of preset Environment Mod playlists listed in the playlist selector of the new game screen. (Fuel tanks, Fluid Gantries, Cranes, Elevators).

* Rework - Default Fuel Tanks and Fluid Gantries have received some touch-ups
* Rework - Some non-essential Cranes have been removed
* Rework - Multiplayer optimisations; moved several calculations to the server side
* Rework - Toggle All button in playlist selector now only toggles the active tab

* Balance - Reduced fire damage radius from 1.5 to 1.0

* Fix - Wheels flipping vehicles at speed when placed too close together
V0.5.15

**V0.5.15** of *Stormworks: Build and Rescue* was released on January 15th, 2019.

## V0.5.15

* Fix - Disabled spotlight volumes for all AMD graphics as well as Vega
* Fix - Close cmd.exe after cleaning backup files
* Fix - Fixed game not restoring fullscreen state properly when relaunching
* Fix - Fixed sending chat messages in multiplayer causing creative menu to be opened
V1.0.26-27

**V1.0.26-27** of *Stormworks: Build and Rescue* was released on January 8th, 2021.

## 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
V0.2.22-26

**V0.2.22-26** of *Stormworks: Build and Rescue* were released on June 20, 2018.

## v0.2.26

* Fix - Rebalanced small and large fans to be more powerful
* Fix - Fixed physics on new doors not working correctly

## v0.2.25

* Fix - Fixed teleporting vehicles back to workbench not working after previous patch
* Fix - Getting out of a seat in multiplayer no longer kicks the host player out of their vehicle

## v0.2.22-24

* Feature - Fluid logic node has its own symbol to distinguish it from regular inputs/outputs

* Fix - Fixed new doors when rotated and flipped
* Fix - Renamed water connector to fluid connector
* Fix - Fixed purchasing islands in multiplayer career
* Fix - Fixed currency and inventory not syncing properly in multiplayer
* Fix - Loot boxes give the same reward to all players on server
* Fix - Removed option for pausing/unpausing photo mode in multiplayer
* Fix - General stability improvements for multiplayer
* Fix - Fixed fluid pressure system not working correctly
V0.1.26-27

**V0.1.26-27** of *Stormworks: Build and Rescue* were released on April 20, 2018.

## v0.1.27 (The Mag-All Update)

* Feature - Added Mag-All component - A new type of magnet that will attach to any object (except characters), good for tethering, anchors, and securing cargo!
* Feature - Added heavy duty winch with 100m spool length
* Feature - Can now grab handles while attached to harness
* Feature - Harness now has logic for hotkeys 1 - 6
* Fix - Fixed vehicles crashing server when initially spawning in multiplayer
* Fix - Fixed vehicle files becoming unusable due to vehicle author data
* Fix - Fixed incorrect/duplicate names being written to vehicle author data
* Fix - Server will prevent players from connecting if they're running an incompatible game version
* Fix - Fixed characters not attaching to new seats correctly in some orientations
* Fix - NPCs detach from seats correctly
* Fix - Fixed new seat types missing buoyancy data
* Fix - Third-person vehicle camera no longer obstructed by harness physics
* Fix - Fixed gap in HOTAS seat mesh
* Fix - Harness renders correctly in vehicle editor
* Fix - Rotating photo mode camera with RMB no longer broken when zoom has been rebound
* Fix - Mission map now blocks interaction with objects in the world if interact has been rebound to a mouse button
* Fix - Fixed upside down pistons causing vehicles to break/spawn at origin

## v0.1.26

* Fix - AND logic gate now works as expected
V0.1.23-25

**V0.1.23-25** of *Stormworks: Build and Rescue* was released on April 14, 2018.

## v0.1.25

* Fix - climb animation no longer uses 3rd person camera
* Fix - controller button input now works correctly
* Fix - hotkey buttons now labelled correctly in seat controls guide
* Fix - helm logic now works correctly
* Fix - helm moved to vehicle control category

## v0.1.24

* Fix - various fixes to new seats including medical bed weight

## v0.1.23 (The Seat Update)

* Feature - new seat types - harness, stretcher, helm, bed, medical bed
* Feature - new climb animation for climbing out of water
* Feature - updated throttle lever with up and down buttons
* Feature - multiple controller support so you can now bind multiple controllers
* Fix - AND, OR, XOR gates now work correctly when both inputs are modified in the same tick
* Fix - controllers now work correctly in multiplayer
* Fix - controller hotkeys 7+ now release correctly
* Fix - robotic pivot now outputs unwrapped total rotation
Wiki/Building/Components/Decorative/Lights

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

< Back

 Wiki
 Building
 Components
 Decorative
 **Lights**

Add Comment

## Lights   [ edit page ]

Search Light

Long range light.
Spotlight Small (Block)

Long range light.
Spotlight Small (Mounted)

Long range light.
Light

Normal light.
RGB Light

Color can be controlled via composite input.
Indicator Light

Small lamp.
Indicator RGB Light

Color can be controlled via composite input.
Paintable Indicator

Like the  paintable sign, but you can add "additive color" which will glow when the backlight of this block is enabled.
V0.7.18

**V0.7.18** of *Stormworks: Build and Rescue* was released on July 5th, 2019.

* Feature - Added small solid rocket booster component (can be stacked to increase the fuel capacity of the booster. The booster at the bottom of the stack controls ignition and burn rate of the whole stack)

* Fix - Rebalanced amount of research points awarded by loot crates and missions to be slightly more generous
* Fix - Missions scale the number of research points they give by the number of stars awarded on mission completion
* Fix - Fixed video signal continuing to transmit over connectors after disconnecting them
* Fix - Fixed double rewards being granted from loot crates when pressing E and Q at the same time
* Fix - Fixed crash when copying save directories if the source directory doesn't exist
* Fix - Fixed being able to resume a game if the save file has been deleted
* Fix - Fixed players being able to join a singleplayer game immediately after host has quit a multiplayer session
* Fix - Fixed being able to send empty chat messages in multiplayer
* Fix - Solar cells are draggable in the X/Z axes
V1.2.21

**V1.2.21** of *Stormworks: Build and Rescue* was released on August 21st, 2021.

## V1.2.21

* Feature - Hospital Boat AI Vehicle

* Rework - Addon Zone parenting now uses the relative transform from the editor, zones in the world should now be correctly aligned with their parent
* Rework - isInTransformArea now uses oriented bounds to perform checks (previously using axis aligned bounds)

* Fix - Addon zones now despawn after returning a mission test to the editor
* Fix - Missing small triangles in the creative island floor (wheel raycasts failing in hangar and toward the runway)
* Fix - Ladders now apply a stronger exit force and attempt to push characters over the top
V1.2.3-4

**V1.2.3-4** of *Stormworks: Build and Rescue* was released on June 18th, 2021.

## v1.2.3 (extended patch notes)

* Rework - Modified processing of Addon script HTTP requests
* Fix - Stretched rope rendering coming away from the anchor
* Fix - Addon zone dynamic loading for Env Mod locations
* Fix - server.isInZone now works correctly for rotated zones

## v1.2.4

* Rework - Increased HTTP request max characters from 512 -> 4096
* Rework - ?mstart with no parameters now spawns a random mission
* Fix - Prevent softlock during mstart when a specified mission has no available locations
* Fix - Fixed multiplayer issues caused by vehicle loading
V0.1.10-11

**V0.1.10-11** of *Stormworks: Build and Rescue* were released on March 8, 2018.

## v0.1.11

* Fix - multiplayer symbols no longer show up all over map
* Fix - game performance issue resolved
* Fix - wind turbine lift now operates correctly
* Fix - correct keybindings now show on handle interaction labels

## v0.1.10

* Fix - movement issue in singleplayer
* Fix - multiplayer characters now render with correct clothes
* Fix - character look direction works correctly in 3rd person mode
* Fix - multiplayer character animation state improvements
* Fix - multiplayer crash when spawning character
* Fix - resolved character position issue when in seat or on ladder
* Fix - version showing correctly in MacOS
V0.1.14-15

**V0.1.14-15** of *Stormworks: Build and Rescue* were released on March 16, 2018.

## v0.1.15 (The Fixed Wing Update)

* Feature - 3 new aerofoil control surfaces
* Feature - 5 new aerofoil wing sections
* Feature - 3rd person vehicle camera is now free-orbiting
* Fix - resolved crash when using ladders in multiplayer
* Fix - MacOS added missing audio frameworks

## v0.1.14

* Fix - placing characters in seats no longer causes physics error
* Fix - hiding character in camera mode no longer causes player to disappear in game
V1.2.12

**V1.2.12** of *Stormworks: Build and Rescue* was released on July 9th, 2021.

* Feature - Hardpoint Connector
	+ The hardpoint connector allows you to attach different types or ordinance to your vehicle, and outputs a behaviour type so that the parent vehicle can dictate the logic of activating the child.

* Fix - Added a 5 min cooldown for mission spawning when no valid locations detected (Lag with sawyer island career)
* Fix - Crash when accessing an invalid playlist\_index

### Lua API Updates:

* Removed script halting lua error exceptions when a function fails

getCharacterData() now returns its values in a table on success, and nil on failure

* {["hp"] = hp, ["incapacitated"] = is\_incapacitated, ["dead"] = is\_dead, ["interactible"] = is\_interactable, ["ai"] = is\_ai} = server.getCharacterData(object\_id)
* is\_in\_zone, is\_success = server.isInZone(m, name) now returns is\_success when the zone is found
* is\_lit, is\_success = server.getFireData(object\_id)now returns is\_success when the fire is found
* Fix - No longer reset AI state after loading scripts
V0.4.43-51

**V0.4.43-51** of *Stormworks: Build and Rescue* was released on November 23rd, 2018.

## V0.4.51

* Feature - added fluid buying and selling between oil rigs, refinery, airport, fishing village
* Fix - railings removed from creative island
* Fix - fixed flipped distance sensor
* Fix - pipes only connect in AV mode, fluid and torque logic links in normal mode
* Fix - fixed fluid flow with fluid ports
* Fix - increased engine starter electric consumption
* Fix - buttons work until <1% electric power in AV
* Fix - limited fuel turned off means fuel is free at fuel selling points
* Fix - workshop fix for win32
* Fix - propellers spin in correct direction when flipped in AV
* Fix - loading game no longer resets components

## V0.4.43-50

* Fix - reworked fluid mechanics to fix negative pressure issues
* Fix - reworked radiators to work better with the new fluid mechanics
* Fix - nuclear island cargo no longer spawns inside the fuel tank
* Fix - resolved crash when uploading to workshop
* Fix - resolved missing cursor in fullscreen with cursor trails turned on
* Fix - resolved vehicle damage not rendering on MacOS
* Fix - resolved workshop missions not spawning on MacOS
* Fix - pressure fix for water cannon
* Fix - handle force increased to help pick up the fuel connectors
* Fix - reduced rate at which engines temperature increases
* Fix - large hose winch cable now retracts to correct length
* Fix - fluid meter now outputs height above water when not in a compartment
* Fix - generator rebalance to reduce mechanical resistance
* Fix - jet engines only damaged when submerged when rotation speed > 0.5
* Fix - improved jet engine audio effects
* Fix - corrected typo on new game screen
V0.8.19

**V0.8.19** of *Stormworks: Build and Rescue* was released on August 30th, 2019.

## V0.8.19

* Feature - Radar component
* Feature - Sonar component

* Rework - Performance improvements for shadows

* Fix - Dock door magnet hinge when rotated and flipped in the z
* Fix - Engine volume being negative with throttle
* Fix - Internal doors no longer sometimes leak
V0.4.2-13

**V0.4.2-13** of *Stormworks: Build and Rescue* was released on September 28, 2018.

## v0.4.2-13 (The Gearbox Update)

* Feature - Added clutch component
* Feature - Added gearbox component
* Feature - Added example engine to the advanced vehicle presets tab

* Fix - Example helicopter fixed (engines don't overheat quite so easily)
* Fix - Starter components added for career with advanced vehicles
* Fix - Fixed fluid intake component
* Fix - Fixed leaking pipe blocks
* Fix - Buzzer audio works correctly
* Fix - Inventory components show their stored outfit when vehicle first spawns
* Fix - Fuel tanks spawn with diesel by default
* Fix - Fixed issues with water cannon and wheels
* Fix - Increased engine pump strength for air/fuel/exhaust
* Fix - Connecting logic links no longer erases links of other types on the same voxel
* Fix - Scuba mask no longer shows when in map and missions screens
* Fix - Fixed special equipped outfit showing in the character editor
* Fix - Fixed special outfit not being visible after exiting the character editor
* Fix - Checking if player is inside sealed volume is now more consistent with what the player is seeing
* Fix - Player should no longer start losing oxygen when going from above to below water in a submersible
* Fix - Improved quality of advanced vehicle thumbnail background
* Fix - Doors and robotics no longer make noises when their electricity is drained
* Fix - Pipes are now paintable
* Fix - Renamed "transmission" components to "pipe" components to avoid confusion
* Fix - Added more component categories and moved new components out of the blocks category
* Fix - Coolant pressure on engines increased
* Fix - Fixed rudders not working properly
* Fix - Some improvements to desync of new components in multiplayer
* Fix - Fixed fans not working in advanced mode
* Fix - Underwater propellers no longer spawn with self-destructive physics
* Fix - Balance changes to force emitting components
* Fix - Fixed infinite load time when pipes are placed in a loop
* Fix - Fixed heavy rotor not working in advanced mode
* Fix - Fixed pumps in advanced mode
* Fix - Fixed toggling controller input not working
* Fix - Fixed wrong logic node tooltip showing when hovering pipe connection if multiple logic nodes were behind the connection
* Fix - Hovered pipe connection tooltip shows regardless of which component is currently selected
* Fix - Fixed fluid input on hose not working in advanced mode
* Fix - Fixed some audio volumes not being set to the saved values until the pause menu was opened
* Fix - Added purchase sign to starter base so it can be bought in career if using a different starting island
* Fix - Various other re
V0.5.12-14

**V0.5.12-14** of *Stormworks: Build and Rescue* was released on January 11th, 2019.

## V0.5.12

* Feature - Added paintable sign component with no backlight (existing paintable signed renamed to "Paintable Indicator")
* Feature - Added new creative island crane created by XFury and Gardiner
* Feature - Added variable braking to wheels
* Feature - Added "General" tab to settings menu
* Feature - Moved options for showing the clock and objectives on the HUD to general settings
* Feature - Added options to general settings to hide the minimap and hide player names in multiplayer

* Fix - Vehicle/microcontroller backups are now limited to 10 and will no longer be auto-deleted after 24 hours
* (PLEASE NOTE: Players on MacOS will need to manually delete their old backup folders to clean files created by the previous system (~Library/Application Support/Stormworks/data/vehicle\_backups and microprocessor\_backups). For the majority of Windows users the old backup folders will be cleaned up automatically, but they can safely be deleted manually if you want to clear the space taken up by the vehicle files by removing %appdata%/Stormworks/data/vehicle\_backups and microprocessor\_backups)

* Fix - Physics stability improvements when creating constraints between objects (fixes "crocodile death roll" with custom doors, should improve occasional issues when placing characters in seats)
* Fix - Player no longer gets stuck/falls through seat when exiting seat at high speed
* Fix - All logic gates are now unlocked from the start of a new career game
* Fix - Disabled "press R to return to workbench" for static vehicles spawned from structure workbenches
* Fix - Survivors no longer take damage when picked up at high speed
* Fix - Fixed typo in small porthole description
* Fix - Reduced giant prop mass from 500 to 100
* Fix - Fixed spotlights having infinite distance when shining onto some surfaces
* Fix - Fixed multi-tile islands not lining up properly on the map
* Fix - Players who leave a multiplayer game while dead and then rejoin will be correctly respawned
* Fix - Added check on game start to verify files can be written
* Fix - Game will try to start in windowed mode after crashing on startup
* Fix - Mechanical components no longer go floppy when they run out of electric
* Fix - Disabled spotlight volumes on Vega GPUs

## V0.5.13

* Fix - Fixed crash when hosting a multiplayer game

## V0.5.14

* Fix - Fixed 1x3 hinge on existing vehicles having collision disabled when spawned
* Fix - Fixed wheel brakes not working when no engine is connected to wheel
* Fix - Fixed microcontroller composite switchbox having wrong icon
V0.5.21

**V0.5.21** of *Stormworks: Build and Rescue* was released on February 8th, 2019.

## V0.5.21

* Feature - Visual overhaul of the map screen including:

* Grass and sand are now visible on islands
* Island shallows have more layers
* Contours are sharper and closest zoom level has been increased slightly
* Fog of war is smoother
* Ocean is now blue instead of white
* Improved performance of map rendering

* Feature - File thumbnails in vehicle load/save view are loaded only when visible
* Feature - Expanded font support for Greek and additional latin characters

* Fix - Optimisations to reduce GPU texture memory usage by roughly 90% (may resolve some crashes for players on integrated graphics)
* Fix - Loading from main menu to game is now quicker
* Fix - Removed minimap
* Fix - Fixed microcontroller editor crashing when loading a different MC when component property window is visible
* Fix - Fixed vehicles getting stuck in infinite load if they contain voxels that extend to the edge of their voxel tree
* Fix - Fixed gripper connectors not attaching properly after being flipped vertically
* Fix - Added localisations for more text
* Fix - Fixed fuel prices being too high
* Fix - Fixed being able to pick up deceased characters
North Harbor

North Harbor is a harbor on the northern coast of the Sawyer Islands, roughly in the middle of the eastern and western ends.

## Features

The site can be purchased for $60,000, granting access to its a harbor workbench for editing large ships of up to 56.75 m (227 blocks) L x 21.75m (87 blocks) W x 19.75 m (79 blocks) tall and a train station with four depots and a workbench on the depot second from the southern-most one.

It has a road connection to the Dean Hall Mining Company about 3 km away where coal can be purchased at a relatively low price (about $1.5-2). It also has about a dozen shipping containers which can be transported to other train/harbor terminals for sums of money generally varying between $3,000 for short trips or up to $30,000+ for long trips, like the BVG Logistics depot. The rails also connect to a nearby coal dropoff close to O'Neill airbase where coal can be sold for a moderate price (~$4-5).

With the Weapons DLC, North Harbor also features an outpost control van. If the site is captured by the enemy, enemy vehicles will spawn at North Harbor until the player captures the site by clearing nearby enemies and staying in the van until the site reaches 100% captured. Note that the player can still purchase the harbor to spawn vehicles using the train or harbor workbench even if has been captured by the enemy; they just risk being shot at in the process.
V0.5.5

**V0.5.5** of *Stormworks: Build and Rescue* was released on December 7th, 2018.

## V0.5.5

* Feature - added dropdown property component for microcontrollers (lets you specify a list of named output values for players to choose from)
* Feature - added train platforms along train line
* Feature - added fuel store to terminal spycakes
* Feature - added water flow simulation to tsunamis

* Fix - smoothed surface transition between ground and tracks at train terminal
* Fix - increased train slip factor from 50% force loss to 25%
* Fix - fixed returning vehicles to workbench after loading saved game placing player at the origin of the workbench's tile
* Fix - fixed id counter not being cleared when starting new microcontroller
* Fix - fixed microcontrollers with composite inputs/outputs causing other inputs/outputs to not link up correctly when spawned
* Fix - fixed crashes in microcontroller editor ocurring when loading or deleting nodes with a component selected
* Fix - microcontroller property window no longer closes when hovering a component immediately after selecting a text box
* Fix - hotbar hotkeys (0-9) work for selecting/deselecting microcontroller hotbar slots
* Fix - microcontroller schematic view is now flipped the other way up so that it matches the axes of placed microprocessors
V0.6.16-17

**V0.6.16-17** of *Stormworks: Build and Rescue* was released on April 5th, 2019.

## V0.6.16

* Feature - Added 2 small spotlight components
* Feature - Added 3 new small window components

* Fix - General performance improvements
* Fix - Fixed autosave saving tile data for ocean tiles causing several thousand files to be saved
* Fix - Autosave file writing split into smaller chunks to reduce slowdown during autosave for some players
* Fix - Wheels now have correct buoyancy data
* Fix - Fixed teleporting vehicle back to the workbench not working if the vehicle is despawned
* Fix - Fixed tyres on smallest wheels spinning when stationary
* Fix - Reduced size of tyre smoke particle effect
* Fix - Fixed jump/land sound effects playing when player is seated or on a ladder
* Fix - Fixed wheel brakes causing vehicles to bounce from side to side
* Fix - Fixed crash when wheels collide with players and other wheels
* Fix - Fixed unnecessarily large forces being applied by tyres to dynamic objects when driving over them
* Fix - Increased mass of suspension versions of wheels to account for them having suspension
* Fix - Fixed colouring of wheel editor arrow mesh
* Fix - Fixed misaligned surfaces on 7 and 9 sized wheel bases
* Fix - Corrected placement of editor arrow meshes for non-suspension wheels
* Fix - Removed biome-based tyre friction and grip, now constant throughout the world
* Fix - Renamed tyre types to make it clearer that each has a different grip level
* Fix - Added error message when starting the game if PC has below the minimum recommended amount of ram
* Fix - Fixed crash when parsing vehicles when vehicle state file is missing
* Fix - Fixed occasional crash when despawning a carried object
* Fix - Added localisation strings for component property text
* Fix - Fixed occasional crash when despawning vehicles with custom sealed doors

## V0.6.17

* Fix - Fixed vehicle desync in multiplayer
* Fix - Fixed fuel tanks not having fuel in multiplayer
Stormworks: Build and Rescue-ru

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

 Genre(s) | песочница

***Stormworks: Build and Rescue*** это игра в жанре песочницы, в которой игрок разрабатывает и управляет транспортными средствами для собственной спасательной службы.

В игре вы себя почувствуете спасателем бороздящем океаны на корабле, покоряющем бури пилотом и спешащим на помощь спасательной машины водителем.

official site
V1.3.21

**V1.3.21** of *Stormworks: Build and Rescue* was released on January 21st, 2022.

## V1.3.21

* Fix - #756 Fix macos audio issues with sounds not playing
* Fix - #207 prevent no sleep vehicles from unloading
* Fix - #4022 onPlayerUnsit now returns peer\_id as expected instead of object\_id
* Fix - #4145 fixed missing faces on barrels for heavy autocannon
* Fix - #3835 compass ball additive layer rendering
* Fix - #3735 floating trees fixed on multiplayer base
* Fix - #4454 auto cannon ammo drum fixed mirroring
* Fix - #4446 resolve fluid slots even when off
* Fix - #4313 clear network requests when disconnecting from a server
* Fix - #4298 hosts now send map update lua events when closing the map
* Fix - #4023 onPlayerUnsit() and onCharacterUnsit() now trigger on ladders
* Fix - #3029 allow crouch animation to override jump animation to keep camera aligned with physics hitbox during crouch jump
* Fix - #4453 fixed gaps in the air ram model
* Fix - #4311 hole in oil refinery fixed

* Added ?mclear alias for ?mclean
V0.1.21-22

**V0.1.21-22** of *Stormworks: Build and Rescue* were released on April 6, 2018.

## v0.1.22

* Fix - General increase to attraction strength of connectors
* Fix - Fixed hinge connector being difficult to connect
* Fix - Propellers visually rotate when not in water
* Fix - Fixed winches not working properly after loading a saved game
* Fix - Wind sensor now outputs number of turns correctly
* Fix - Wind sensor has correct description in vehicle editor
* Fix - Capacitor charge/discharge times work correctly
* Fix - Fixed pilot seat sensitivity not working for all axes

## v0.1.21 (The HOTAS Controller and Weather Logic Update)

* Feature - Improved controller support for vehicles. Toggle controller input with [j] (default), an icon will show above the minimap when enabled
* Feature - HOTAS controller support (up to 8 axis and 48 buttons)
* Feature - Can now map controllers from the "controller" section of the controls settings
* Feature - Added 4 environmental sensor components
	+ Humidity sensor (outputs fog amount)
	+ Rain sensor (outputs rain amount)
	+ Wind sensor (outputs relative wind direction and relative wind speed)
	+ Clock (outputs time of day)
* Feature - Added HOTAS pilot seat component with additional outputs for HOTAS controllers
* Feature - Added 4 modes to linear speed sensor (absolute, directional, horizontal, vertical)
* Fix - Removed rotation logic nodes from small wing components
* Fix - Fixed vehicles with lots rudders being unstable/teleporting around
* Fix - Clamped max acceleration of vehicles to improve stability of physics
* Fix - Fixed some vehicles appearing to spawn at world origin instead of edit grid
* Fix - Fixed crash with small wheels
* Fix - Wheels reset their steering rotation when respawning
* Fix - Airbase hangar doors now open wide enough to fit max vehicle size that can be spawned
Status Effects

(this is not a full page yet I am just placing notes. I am typing this so that if someone comes along they can format this page properly.)

Overpressure:

Icon looks like a red dial. Damage occurs immediately after effect takes place and in high amounts. There is no known equipment that can be worn to stop this effect. Can be negated by opening a hatch or door. Be warned this may fling you out said hatch/door due to pressure equating. If you are underwater, than it may be recommended to pump small increments of gas out of room to lower pressure.

Suffocation:

Icon looks like a red oxygen tank. Suffocation is caused in environments that lack oxygen, such being submerged in water, or areas that have been pumped free of oxygen. Damage occurs after a small timer runs out. Scuba gear can be used to give temporary oxygen to users for 2 minutes. Oxygen bottles can be used to restore breath until they run out.

Warm:

Icon looks like wavy orange arrows. This effect happens when you stand relatively close to a fire, flame or a heater. After a small time period, any freezing or wet effects will be negated. Effect does not damage any player or animal at time of writing.

Burning:

Icon looks like a red flame. Occurs when standing too close to a fire. Damage occurs instantly and does high damage without firefighters suit. Firefighters suit reduces damage done by burning by 95% and allows you to put fires out quicker with an extinguisher.

Wet

Icon looks like a blue droplet of water. This effect is caused when a player is semi or fully submerged in water. It is unknown if other liquids cause this effect. After some time has passed the Freezing effect takes place. Effect does not damage any player or animal at time of writing. Effect ca be negated by obtaining the Warm effect.

Freezing:

Icon looks like a blue snowflake. Effect is caused in cold environments such as the Arctic Islands, or a little after the Wet effect sets in. A small timer pops up and after the time is up damage in medium amounts occurs. This effect can be negated by wearing a thermal suit or managing to get the Warm effect.

Radiation:

Icon looks like a yellow nuclear hazard symbol. Occurs in areas that have been saturated in nuclear radiation. Damage is caused in small increments but effect lingers for a long period of time. The HUD fizzes and distorts the longer a player stays in the danger zone. Effect cannot be obtained if player is wearing a hazmat suit.
V0.5.17-19

**V0.5.17-19** of *Stormworks: Build and Rescue* was released on January 25th, 2019.

## V0.5.17

* Fix - Fixed fluid slot port fluid connection
* Fix - Improved water stream rendering for fluid jet
* Fix - Fixed fluid slot port component mass
* Fix - Fixed fluid jet deflector bucket rotation direction

## V0.5.18

* Feature - 64-bit physics upgrade (you can now travel to the edges of the world without physics becoming unstable)
* Feature - Added "Railing Incline Extension" to make it easier to build railings beside stairs

* Fix - Rebalanced electric motors to be more powerful but with a maximum torque output
* Fix - Electric generators now limit their generation at 100rps
* Fix - Gearboxes are now 95% efficient instead of 100%
* Fix - Ocean plants are now disabled by default
* Fix - Fixed going beyond edge of world with ocean plants enabled causing crash
* Fix - Reduced jet engine afterburner fuel comsumption by x10
* Fix - Increased effectiveness of jet engine afterburner
* Fix - Rebalanced jet engine power production
* Fix - Updated creative island crane with new railings

## V0.5.19

* Fix - Fixed broken multiplayer from v0.5.18
* Fix - Fixed wave height near islands being too high from v0.5.18
V0.1.28

**V0.1.28** of *Stormworks: Build and Rescue* was released on April 23, 2018.

* Feature - Added labelling support to harness hotkeys in select menu
* Fix - Mag-all correctly attaches to moving island objects (e.g wind turbine blades)
* Fix - Improvements to performance when rendering lots of lights
* Fix - Fixed crash when loading invalid sized vehicle thumbnails
* Fix - Photo mode/creative menu hotkeys no longer cause invalid state when used while map is open
* Fix - Mag-all no longer creates unbreakable connections
V0.2.42

**V0.2.42** of *Stormworks: Build and Rescue* was released on July 20, 2018.

* Feature - Added 2 new "function" logic gates for compacting existing logic systems (evaluates mathematical expressions composed of +, -, \*, /, ^, %, (), sin, cos, tan, asin, acos, atan, atan2, max, min, ceil, floor, round, abs, sgn, sqrt, len, len2, lerp, pi and pi2)
* Feature - Trigonometry logic gate now uses turns as its unit of measurement instead of radians (consistent with existing pivots, compass, sensors)

* Fix - Fixed not being able to get past initial loading screen when playing with Steam in offline mode
* Fix - Fixed spelling mistake in large keypad description
* Fix - Players spawn in correct place on server in multiplayer while still in wardrobe
* Fix - Fluid compartments work correctly on static vehicles
* Fix - Added description to seawater sample mission to make it clearer that there's a connector on the top of the sampling crucible
* Fix - Updated swimmer rescue mission to have a hint about the location of swimmer
* Fix - No longer need to restart game for recently saved changes to missions to be visible when spawning a mission from the creative mode list
* Fix - Ocean floor rocks are blocked from spawning within 250m of centres of tiles to avoid getting rocks in ya docks
* Fix - Fixed hinge connector attempting to flip around when connecting in some cases
V0.2.27-28

**V0.2.27-28** of *Stormworks: Build and Rescue* were released on June 22, 2018.

## v0.2.28

* Feature - Hinged doors now have a docking feature!
	+ Will attract to each other like other types of connectors when switched on
	+ Will form a seal when connected to allow underwater vehicles to dock without letting water in
	+ Both doors have been updated to have one on/off transfer logic node and one number transfer logic node for communicating between two docked vehicles
* Feature - All beds on all islands can now be slept in
* Feature - Mission objective HUD is now always visible when there is an active mission with active objectives
* Feature - Added new mission objective type - remove objects from zone

* Fix - Fixed being stuck in spawning screen when a vehicle's bodies are too far apart
* Fix - Reduced width of back of seats so player can fit between them
* Fix - Memory register clear takes priority over set
* Fix - Renamed "water" tag on components to "fluid"
* Fix - Vehicle button default logic state is set correctly when spawning mission vehicles
* Fix - Vehicle bounding boxes generate correctly in the mission editor
* Fix - 1 block vehicles can be selected in the mission editor
* Fix - Vehicle shadows render properly in the mission editor
* Fix - Fixed fire parented to a vehicle not being attached to vehicle in multiplayer

## v0.2.27

* Fix - Rebalanced water cannon strength
* Fix - Multiple stability fixes for multiplayer
* Fix - Server notifies players if one player is slowing the game for others
Medium winch

## Connections

The medium winch has a cable length of 40 meters.

## See also

* Small winch
* Large winch
* Huge winch

## Version history

* V0.2.1: Fix - winch slip reduced
* V0.1.32: Feature - Winches will now extend when pulled with enough force
* V0.1.22: Fix - Fixed winches not working properly after loading a saved game
* V0.1.18: Fix - winch cables are no longer too heavy to lift
* V0.1.6: Fix - ends of winches no longer float around in low gravity
Wiki/Building/Components/Hardpoint

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

Hardpoints are detachable connectors similar to small connectors, except that the attached part is rigidly connected and will not snap loose until it is specifically released or launched.

## Uses

Hardpoints are primarily used for carrying various types of ordnance (torpedoes, missiles, bombs), but also have a wide variety of other less obvious uses:

* Drop tanks (hardpoints come with fluid connectors to facilitate this)
* Rocket pods (makes it possible to reload rocket launchers)
* Flare pods (as above, but for chaff/flares)
* Sensor pods (especially for radar that can track your own missiles)
* Supply drops

### Sensor pods

A sensor pod spawned in as a separate vehicle can be attached to hardpoint. A hardpoint connector attachment provides both composite input and output, allowing the radar data to be transferred to the vehicle through its hardpoint connector body. Note that radar normally does not detect the vehicle its on, nor any of its "subgrids", even if they've been detached like missiles and bombs. With a sensor pod as a different vehicle, it can detect the vehicle its on, including any of its deployed ordnance, making it possible to operate remote-controlled missiles with no built-in gps or transmitter antennas on the missile (for example, could use an initial remote-controlled phase with target prediction guidance, followed by switching over to a self-controlled phase with augmented proportional navigation).

Alternatively, if reloading a vehicle and it is desired to not detect the vehicle's own launched ordnance, a sensor pod spawned as part of the same "vehicle" with a group of ordnance will not detect the items spawned with it.

## Attaching to hardpoints

Attaching a hardpoint connector to a hardpoint body requires high precision. An easy way to achieve the required precision is to have small winches on either side of the hardpoint body, and rope anchors with matching spacing on the pod or ordnance. Then, a player can simply push/pull the payload close to the hardpoint, attach ropes between the winches and rope anchors, and winch the payload precisely into position.

Alternatively, a small payload lift can be built, though this tends to result in much slower reloading due to needing to precisely align it in two axes before raising the payload into position. If it has raised edges, these may also interfere with any other ordnance already loaded near the hardpoint.
V1.0.21

**V1.0.21** of *Stormworks: Build and Rescue* was released on November 13th, 2020.

## V1.0.21

* Feature - 2x1 and 2x2 Wedges

* 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