recursal/Fanatic-Fandom huggingface dataset:
Isle of Donkk

The Isle of Donkk is a medium sized landmass to the west of Sawyer Islands. It is the main island of the Key Islands.

## Features

### Railway

There is a railway connecting all islands. At Camodo terminal, the railway continues over a bridge to Sawyer Island. There is also a large junction that allows trains to enter the bridge that leads to the Arctic.

### Road network

A road network spans the entire group of islands. adjacent to the railway bridge, a road bridge allows vehicles to move between the islands.

Traveling to other major landmasses is not possible unless you use the railway bridge as a road, or load your vehicle in the cargo bay of an aircraft or ship.

### Coal mine

There is a coal mine on the main island, taking up most of its landmass. There are tunnels that cut through the mountain and allow access without climbing the mountain.

Most of the coal deposits are in mineshafts, some on the walls or ceiling. Making a vehicle that can mine those deposits can be challenging.

### Container Terminals

The train/harbour terminals Spycakes or Camodo (both named after community members) are locations for Shipping containers.

### Nearby hospital

The Lighthouse OB, located on one of the smaller islands, provides a nearby hospital. It can be easily accessed by car, boat, or train, but landing aircraft is difficult due to the island's small size.

## History

The Key Islands used to be the biggest landmass, before the Meyer (Industrial DLC) and Sawyer Islands were introduced. Prior to the 1.0 update, Donkk was the center of the game's world, with Sawyer being several kilometers to the east and all small islands being spread around Donkk instead.
V0.1.20

**V0.1.20** of *Stormworks: Build and Rescue* was released on March 29, 2018.

## V0.1.20 (The Essential Logic Update)

* Feature - 6 new logic components:
	+ SR Latch
	+ JK Flip-Flop
	+ Abs
	+ Capacitor
	+ Greater-Than
	+ Divide
* Fix - Fixed some ladder-related multiplayer crashes
* Fix - Handles attached to lighter bodies will pull the player again
* Fix - Reduced some camera jitter when attached to ladders in multiplayer
* Fix - Waves scale correctly around islands
V0.6.14

**V0.6.14** of *Stormworks: Build and Rescue* was released on March 22nd, 2019.

* Feature - Added multi-selection to microcontroller editor (drag to select many components that can be moved and deleted as one)
* Feature - Added undo/redo to microcontroller editor
* Feature - Added copy/cut/paste to microcontroller editor
* Feature - 32 channel composite write component now has configurable number of inputs (deprecated single input composite write components as 32 channel version now serves the same purpose)
* Feature - Added 3 new instrument panel types (flip button, radial display, bar display)
* Feature - Radial and bar instrument segments can be painted individually
* Feature - Added number to composite binary converter (converts an input number to binary and then outputs the bits as on/off composite signals)
* Feature - Added composite binary to number converter (reads the on/off signals of a composite link and encodes them in the bits of an output number)
* Feature - Instrument panel component passes composite signals through to its output to allow them to be chained together
* Feature - Instrument panel arrow buttons have been condensed into a single button with direction option
* Feature - Instrument panel seven segment displays have been condensed into a single instrument with mode option
* Feature - Composite read microcontroller components now have the option for reading from a channel based on input logic ("varible" option in channel selector)
* Feature - Composite write microcontroller components now have the option to set which channel they start writing from (also can be controlled with logic if "variable" option is set)
* Feature - Added horizontal orientation option to instrument gauge

* Fix - Reduced physics shape of passenger seat so that characters can walk between rows of seats facing each other easier
* Fix - Dragging right mouse in microcontroller editor no longer rotates vehicle editor camera
* Fix - Removed unused fluid logic node from electric connector
* Fix - Fixed underwater rocks spawning in docks on some world seeds
* Fix - Fixed not being able to drag with additive paint tool
* Fix - Fixed single-clicking a component in the microcontroller editor inventory not selecting it
* Fix - Fixed dropdown boxes being cut off when inside some scrollable areas
* Fix - Dropdown lists flip direction if the bottom of them goes off-screen
* Fix - Fixed spotlight glass not rendering when switched on
* Fix - Fixed spotlight being able to rotate when not receiving electric in advanced mode
* Fix - Fixed rotors not rendering with the correct number of blades in select/logic mode in the vehicle editor
* Fix - Fixed rotors having a second black mesh visible when in logic mode in the vehicle editor
* Fix - Seat input for on/off hotkeys clears when getting out of the seat
* Fix - Added side door access to Arctic player base hangar
* Fix - Fixed pressing hotbar hotkey with component selected in microcontroller editor when trying to type in properties
* Fix - Fixed instrument panel buttons not having sound effects
V1.1.25-26

**V1.1.25-26** of *Stormworks: Build and Rescue* was released on May 14th, 2021.

## V1.1.25-26

* Feature - Friction Pad component - attempts to grip nearby surfaces

* Rework - Re-Added default elevators
* Rework - Updated monitor meshes

* Fix - Multibody sleep activation for child components
* Fix - Addon editor main bar "edit location" button not working for enironment mods
* Fix - Hide data tooltip for signs on default detail
* Fix - Tutorial boat transponder locator broken. Renamed emergency beacon to transponder.
* Fix - Crash when spawning addon zones
* Fix - getTilePurchased() returning additional broken data
* Fix - Transponders on character belts overwriting each other
* Fix - Linear tracks breaking when flipped in y axis
* Fix - Lua documentation issues
* Fix - tree fire and rustle sfx not updating when dragging the pause menu slider
* Fix - Addon zone dynamic loading
* Fix - Addon zone parenting
V0.4.14-20

**V0.4.14-20** of *Stormworks: Build and Rescue* was released on October 1, 2018.

## v0.4.14-20

* Feature - fluid tanks have weight relative to their contents
* Feature - engine temperature rebalance so engines will overheat if run at full throttle for too long

* Fix - rebalanced underwater propellers to consume more power
* Fix - electric motors reversing
* Fix - underwater propeller no longer makes particles when above water
* Fix - electric generator pulls less power at low rps
* Fix - additive surfaces in editor
* Fix - docking doors now allow water through
* Fix - resolved crash involving handles
* Fix - rebalanced electric consumption / production
* Fix - fluid nozzle in advanced mode
* Fix - fluid hose in advanced mode
* Fix - clutch no longer drains a lot of electric
* Fix - fluids spawn in tanks and compartments when spawned from mission
* Fix - modified scaling of pump force
* Fix - suspension now passes power through
* Fix - rotors now turn faster in normal mode
* Fix - inventory boxes now have buoyancy surfaces
* Fix - resolved reversing gear with gear box
* Fix - resolved issue with power components that are not attached to anything
* Fix - flooding buoyancy pipes issue
V1.1.2

**V1.1.2** of *Stormworks: Build and Rescue* was released on February 18th, 2021.

## v1.1.2

* Feature - Modular Engine Parts!

Parts include:

* Crankshafts
* Pistons
* Engine Manifolds
* Air Intake Manifold
* Fuel Intake Manifold
* Exhaust Manifolds
* Coolant Manifolds
* Drive Belts
* Clutches
* Flywheels
* Starter
* Alternator
* Fluid Pump
* New Gearboxes
* Electric Radiators
* Air-Air Heat Exchangers
* Air-Liquid Heat Exchangers
* Liquid-Liquid Heat Exchangers
* and more!

* An example modular engine has been included in presets.
V0.7.6-7

**V0.7.6-7** of *Stormworks: Build and Rescue* was released on May 31st, 2019.

## V0.7.6

* Fix - fix crash when respawning while in sharks mouth
* Fix - fixed crash when vehicle microprocessor was damaged

## V0.7.7

* Feature - new component - laser point sensor. Detects laser light points and outputs their position within it's field of view, with same light wavelength
* Feature - new component - laser beacon. Creates a laser type light at it's position, with wavelength
* Feature - added light wavelength to laser distance sensor
* Feature - vehicles with keep-active block now load when game loads, missions can now tag vehicles as keep-active
* Feature - animals now produce water foam and spray
* Fix - AMD graphics no longer crash when returning to main menu
* Fix - camera meshes appear correctly when flipped
* Fix - distance sensor no longer collides with characters
* Fix - cameras now render water correctly when inside vehicle compartment
* Fix - resolved issue where could not sometimes select an object in the mission editor
* Fix - advanced wheels no longer require physics collision to activate
* Fix- increased medium and gimbal camera max zoom, made zoom characteristics the same for both cameras
V1.3.16

**V1.3.16** of *Stormworks: Build and Rescue* was released on December 10th, 2021.

## V1.3.16

* Feature - Seasonal Outfits

* Fix - setVehiclePosSafe vehicle performing a bounds check against itself (boats in the sky)
* Fix - #3429 Contains ammo logic node being outside the voxel bounds for belt connectors
* Fix - #3134 Compass ball East and West swapped when upside down
* Fix - #3052 Crankshaft 3x1 using the wrong mesh for its connections
* Fix - #3053 Windows not see through on creative island / north harbour
* Fix - #3282 Hole in creative island floor mesh
* Fix - #2478 Resolved empty ammo box rendering for model export and added export rendering for belts
* Fix - #3060 Increased tree physics cylinder radius
* Fix - #3208 Added invulnerable slider to addon vehicles, updated several default vehicles to be invulnerable
* Fix - #3135 Color picking a blank additive pixel no longer applies this colour
* Fix - #3030 Removed extra voxels from bertha connector belt
* Fix - #3217 Fix static vehicles not updating/initializing their internal transforms (teleporting not working)
* Fix - #3510 Fix setVehicleWeapon description
* Fix - Flare lights sometimes delaying activation
* Fix - #3148 Mainland and arctic airstrip broken physics
* Fix - #3501 Crash caused by rendering removed addon zones with a parent
* Fix - #3235 Fix script error 211 for unnamed cargo on old saves
* Fix - #3627 medium/large/huge missile fin component surface area values (new fin parts not applying enough force)
* Fix - #3002 Optimized physics flooder inside certain shapes (extreme vehicle load time leading to hang)
* Fix - #3554 Fix missing contains ammo node on autocannon belt (corner)
* Fix - Tank track render lerping
* Fix - #3668 Saving an addon with no name overwriting the addons directory (now defaults to unnamed\_addon)
* Fix - #3298 DLC weapons script size data parsing (wrong hp values and explosion sizes)
* Fix - showOnMap not affecting local vehicles

* Rework - #3549 Normal beds now heal slowly but cannot resuscitate like medical beds do

* Balance - #3298 Increased default health and scaling for dlc weapons large and medium size enemy vehicles
* Balance - #2842 Reduced dlc weapons explosion size for small and medium size enemy vehicles
* Balance - Increased oxygen tank size for scuba and diving outfits
* Rework - Flare objects now have near-neutral buoyancy
* Rework - Removed Bugsplat error reporting

### Lua:

* Added onPlayerUnsit and onCharacterUnsit
* Added setVehicleInvulnerable
* Updated outdated playlist keyword to addon in default scripts
V0.5.8

**V0.5.8** of *Stormworks: Build and Rescue* was released on December 21st, 2018.

## V0.5.8

* Feature - added rgb light component (uses microcontroller composite data to control color)
* Feature - added rgb indicator component (uses microcontroller composite data to control color)
* Feature - added composite switchbox microcontroller component
* Feature - ease-of-use improvements for dropdown lists (up/down arrows can be used to scroll through items, enter closes list, quick-select items by typing, removed fade animation so that lists are more responsive, ctrl-c/ctrl-v will copy selected item text and paste/select item when available)
* Feature - added "override time" option to photo mode to make possible to disable time of day being frozen when unpaused
* Feature - added "roll with player" option to photo mode to control whether or not the camera tilts as the player tilts

* Fix - added bed meshes to train terminal
* Fix - fixed single blocks being autosaved in vehicle editor
* Fix - fixed backup saves not being cleaned after 24 hours
* Fix - fixed seasonal content for all holiday events rendering in the mission location editor
* Fix - fixed microcontroller 1-input function gate not reading input
* Fix - added "function" to tags of microcontroller function gates from previous patch
* Fix - fixed rudder and wing forces being scaled up/down based on the mass of the first vehicle spawned with a rudder or wing
* Fix - resolved potential crash on startup if vehicle backup folders had not yet been created
* Fix - removed some unnecessary microcontroller node state parsing
* Fix - increased ladder climbing force so that held connectors can be carried up ladders more easily
* Fix - swapped tap/hold actions when picking up connectors so that tapping now picks up and holding tethers to be consistent with picking up other movable objects
* Fix - magalls can now be picked up like other connectors
* Fix - fixed fluid filters/nozzles/cannons "eating" some fluids
* Fix - fixed more issues with sliding connector tracks/grippers connecting the wrong way on rotated tracks
* Fix - fixed z-fighting issues with additive meshes (paintable signs, buttons etc.)
* Fix - fixed symmetry plane move widget being visible in the microcontroller editor
* Fix - fixed microcontroller pulse component on to off/off to on behaviours being inverted
* Fix - fixed microcontroller voxels disappearing when rotating/flipping selection grid
* Fix - sleep menu no longer visible in photo mode when lying in a bed
* Fix - keypad input display no longer visible in photo mode
* Fix - distance sensor continues to work until it has 1% battery in advanced mode
* Fix - propellers spinning in reverse now damage the player when damage is enabled
V0.10.29-30

**V0.10.29-30** of *Stormworks: Build and Rescue* was released on July 17th, 2020.

## V0.10.29-30

* Feature - Microprocessor Telemetry HTTP Requests

async.HTTPRequest(fail\_callback, success\_callback, url, method, headers, body)

* Rework - Editor warnings no longer generate on vehicle load if they are toggled off (this should boost load times back to previous rates, editor warnings are now generated when the setting is toggled on)
* Rework - Winch physics nodes now more consistent and less buoyant (reduced winch physics issues in water)
* Rework - Removed blood particles from heat-box damage
* Rework - Reduced number of blood particles when damaged by propellers

* Fix - macOS several issues including shader issues and crashes
V1.2.15-17

**V1.2.15-17** of *Stormworks: Build and Rescue* was released on July 30th, 2021.

## v1.2.15 (Hotfix)

* Fix - MP client teleport crash / defer tile removal on clients
* Fix - Crash when blending toward a missing animation

## v1.2.16-17 (Hotfix)

* Fix - addon script missing base\_price in older saves
* Fix - crash when overloading an MC lua script (microcontrollers will now display a tick error should they fail)
* Fix - crash when accessing an invalid bird perch
* Fix - crash when attempting to render mc icons
* Fix - crash when ending benchmark before a frame is captured

### Upcoming Future Lua API changes:

The following functions will be reworked to return a table and is\_success instead of individual parameters to make them more scalable/neat:

* data, is\_success = getVehicleDial
* data = { value = value\_primary, value2 = value\_secondary }

* data, is\_success = getVehicleTank
* data = { value = current\_amount, capacity = capacity }

* data, is\_success = getVehicleBattery
* data = { charge = charge\_factor }

* data, is\_success = getVehicleHopper
* data = { value = current\_amount, capacity = capacity }

* data, is\_success = getVehicleSign
* data = { pos = { x, y, z } }
Help Me Look!

**Help Me Look!** is Red Abaddon's Stage 1 Spirit Talk.

## Transcript

Hey, there, Chabo! How'ff everything going? Wuh huh huh!

Oh, while I'ff got you. I seem to have lost something special to me. D'yah think you could help me look? I wun't take no for an answer!

...Huh? What did I drop? Oh, I can't say that out loud! I wuddn't dare!

And dun't tell me you can't look if you dun't know what it is.

That's just an excuse! You'll know whut it is when you see it!

Now get out there and start looking. You haff to promise...

Because if I dun't find it...I'm gonna start burning everything in sight!
V1.0.29

**V1.0.29** of *Stormworks: Build and Rescue* was released on January 22nd, 2021.

## v1.0.29

* Feature - Physics Flooder Optimisation Block

* Feature - Fluid Spawner spawn level property

* Feature - F2 Physics Debug Mode

* Rework - Scripts are now initialized before Env Mod creation rather than during

* Rework - Tutorial Starter Boat Optimisation

* Rework - Editor Warnings Speed Optimisation

* Fix - Added a heat zone to the Beginner Island House

* Fix - Editor Warnings Undo/Redo issues

* Fix - Editor Warnings reloading issues

* Fix - Mutex issue that possibly caused blackscreen on world load

* Fix - Vehicles Twilight zoning due to secondary physics after teleporting

* Fix - Crash when object is spawned without its secondary physics

* Fix - Solid Rocket Nozzles and Jet Engines often failing to destroy their ghost physics fully (Occasional Crash/Lag)

* Fix - Fractional component masses showing as rounded numbers in the component inventory

* Fix - Removed Empty option on fluid spawners

* Fix - Crash when a vehicle's ghost objects are destroyed in the Addon Editor

* Fix - Intermittent crash when disconnecting a rope and despawning the vehicle

* Fix - Vastly improved network efficiency for setVehicleButton and setVehicleDial

### Addon Lua API Update Changes:

Functions that were directly updated and need replacing in scripts:

* spawnVehicle -> spawnAddonVehicle

* spawnVehicleAppData -> spawnVehicle

* getLocationIndexByName -> getLocationIndex

* onSpawnMissionComponent -> onSpawnAddonComponent

Functions that were combined and may need replacing in scripts:

* getPlaylistIndexCurrent() / getPlaylistIndexByName(name) -> getAddonIndex([name])

Functions that updated but still retain their previous form as an alias:

* getPlaylistPath -> getAddonPath

* spawnMissionLocation -> spawnAddonLocation

* spawnThisPlaylistMissionLocation -> spawnThisAddonLocation

* spawnMissionComponent -> spawnAddonComponent

* getPlaylistCount -> getAddonCount

* getPlaylistData -> getAddonData

New Functions:

* getVehicleData(vehicle\_id)
V1.2.5-6

**V1.2.5-6** of *Stormworks: Build and Rescue* was released on June 25th, 2021.

* Feature - 22 New Window components
* Feature - Networking layer optimization

* Greatly reduced bandwith usage.
* Greatly reduced stop-start freezing when playing with poor network conditions.

* Rework - Additional params for setCharacterItem allowing for data to be set up on the items.
* Rework - Component prices overhaul for a better balance in career
* Rework - SpawnAddonComponent no longer auto adjusts to the location's tile position when using a custom spawn position.
	+ (See default\_mission\_locations script for the intended alternate method of spawning)
* Rework - getTileTransform now has an optional search radius parameter
* Rework - Default Cargo script optimizations
* Rework - Updated millitary base fast travel spawn point
* Rework - Missions spawned with mstart no longer use a minimum range
* Rework - getVehiclePos voxel\_pos positions have been fixed and are now optional, returning the vehicle physics center if they are not passed
* Rework - Custom preset when hosting a server defaults to MP island

* Fix - Random generation potentially desyncing between clients
* Fix - SpawnAddonComponent overriding custom rotation
* Fix - Standardized use of RPS label for power logic nodes
* Fix - Grippers now have 0.5 blocks leeway on their track (1 block length tracks always disconnecting)
* Fix - getCharacterVehicle not functioning correctly
* Fix - onPlayerLeave should now fire for all disconnect events
* Fix - Added patch to default\_mission\_locations script to resolve errors in old saves
* Fix - Game not returning to the menu state when disconnected from a server
* Fix - Added protection for players entering the same seat
* Fix - Client side wheels causing vehicles to shake in some situations

* Added a warning when attempting to save when there is not enough disk space.
* Added "Basic" tag to various basic components.
V1.0.25

**V1.0.25** of *Stormworks: Build and Rescue* was released on December 11th, 2020.

## V1.0.25

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

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

**Kindred Memory** is a Link Spirit Talk between Tonkarov, Sniphix, and Bumbleblush.

## Transcript

**Tonkarov:** Hey there, kitty-cat! \*puff puff\* Wanna go play? I brought a new friend.

**Sniphix:** It's Sniphix, thank you. And yet, I see you have company. A shadow spirit? I don't take too kindly to that...

**Bumbleblush:** O-oh, you don't have to worry about me. I'm just a harmless...p-p-pathetic...b-b-bum-bum.

**Tonkarov:** Sorry, Sniphix, he's a little bit shy. Took me a while to figure out his name too. Chill out, Bumbleblush! \*putt putt putt\* Say hellow to my cat friend Sniphix.

**Sniphix:** Meow! You're doing that on purpose, aren't you! I'm no friend of yours, hmph.

**Tonkarov:** All right, all right, I was just teasing. Don't pretend you don't love me, you big furball. \*sputter sputter\*

**Bumbleblush:** Y-you too seem close...

**Sniphix:** Oh, please. This walking flamethrower won't leave me alone! Just because I talk to him, doesn't mean I like him.

**Tonkarov:** Oh, you don't, huh? C'mere, you...

**Sniphix:** Nngh! Oww! Not the forehead! Stop it, you're singing me!

**Bumbleblush:** O-oh no, they're killing each other! Wh-wh-wh-what do I--\*FLASH\* ...All right, you two numbskulls, break it up before I break YOU up!

**Tonkarov:** Aiiieee! \*fizz\* S-s-sorry!

**Sniphix:** My word. What just came over you?!

**Bumbleblush:** ...Huh? Oh, nothing, nothing. I'm just glad you're not fighting anymore. We all need to g-get along, after all.

**Tonkarov:** ...Psstm cat-breath. I think he's bad news. You run one way and I'll run the other. Ready? Go go go!
The Spirits' Power

**The Spirits' Power** is Zypha's Stage 1 Spirit Talk.

## Transcript

Twee lee lee... I hear the leaves calling. They call to you, too, Chabo.

Nature's power is gentle yet grand. I am but part of it.

Each spirit governs his or her own aspect of nature.

Sizzic presides over flame; Thalia, the water; I preside over wind.

The powers we command can be yours if you take us with you. We are happy to help.

The spirits I named are friends of mine. If you take closely connected spirits on a journey together, good things are bound to happen.
The Night Thief

**The Night Thief** is Veedil's Stage 1 Spirit Talk.

## Transcript

Yoo-hoo! Are you Chabo? Wow! A redcap with no horns, huh? You don't see many like you around.

...Oh, but I guess you don't see many spirits crammed in a bottle either. Heh heh. The name's Veedil.

So do you like the décor? I'd say I did a pretty good job considering the space. ...Huh? Why do I live in a bottle?

Good question! Actually, I'm a thief, and this is sort of kind of technically my prison.

As for what I stole... Have you ever seen the stars in a puddle of water? Well, those are my favorite snack. Mmm, that delicious crunch!

But then that spoil-sport moon came along and accused me of eating his children. Can you believe him? The nerve!

Well, that's okay. I intend to live it up while I do my time. It's actually pretty cozy here.

By the way, eating stars does wonders for your complexion. I can hook you up if you want! Just be ready for the consequences, heh heh.
Spirit Talk

**Spirit Talk** (スピリトーク, *Supiritōku*) is a feature that allows Chabo to learn more about the spirits he befriends. Some of these interactions involve the spirits' aspirations and background, while others delve into the relationships between spirits as they regain lost memories. Spirit Talks can be viewed after summoning a spirit, when a spirit evolves, or when each spirit in a Link is reunited.

## List of Spirit Talks

### Independent

#### Sizzic

1. It's Festival Time
2. The Bestest Friend

#### Thalia

1. An Angelic Voice
2. A Lovely Recital

#### Mervicella

1. LEE-sten to Her!
2. No Audience?
V0.10.2

**V0.10.2** of *Stormworks: Build and Rescue* was released on February 13th, 2020.

## V0.10.2

* Feature - Dedicated Server Build
* Feature - New Multiplayer Sync
* Feature - Gyro Throttle Tuning

* Rework - Improved Network Compression
* Rework - Huge performance boost for base-level island physics
* Rework - Greatly Improved experience when picking up objects
* Rework - Chat messages now appear in the Quick-Chat box; which fades out slowly
* Rework - Local Voice Chat quality and logic improvements

* Fix - Fixes for most major voice chat crashes and issues
* Fix - Desync between mission timers and debuff ticking
* Fix - Winch sound cutting out at low length
* Fix - Prevented crashes from occurring due to missing geometry
* Fix - Reduced client shaking issues
* Fix - Glass lighting showing the horizon through opaque objects
* Fix - Video only transmitting on channel 0
* Fix - Error message about RAM appearing when mistakenly detecting 0GB RAM
Friends

**Friends** is Narses's Stage 2 Spirit Talk.

## Transcript

Hey, remember how you said that it's not strange to wear a glove even though it's warm out? Well, I still think it's strange.

But I guess it's even stranger for me to try and talk around it. Or to put you in a position where you have too lite to make me feel better.

The truth is, anything and anyone I touch is turned to ice. Doesn't matter how hot it is to begin with.

And, well, I used to know this guys... He would just jabber away--kind of like you--but at least he would talk to a freak like me.

He tried the same line as you one, too. "Cold day, huh?" he said. "Good thing you've got a glove on."

And THAT time, I took it at face value. I smiled and thought, hey, I just made a friend.

So I shook his hand, because that's what friends do, right?

And then my friend smiled back at me and turned to ice forever.

I hate my hand... But I can't keep trying to hide it. If I can use it to help you, then it's time to set its power free again.

Just don't get chummy with me. I don't want to make the same mistake twice.

We're not friends. That's the deal. All right, Chabo?
The Bestest Friend

**The Bestest Friend** is Sizzic's Stage 2 Spirit Talk, and the sequel to It's Festival Time.

## Transcript

Wow, did we have a blast! I ate enough pretzels and cotton candy to explode. And thanks for winning me this smokin' crown!

I never knew you could shoot a water pistol like that, Chabo. ...Don't ask me why they had water pistols at a fire festival.

Anyway, sorry I almost turned you down. I'm really glad we went to the festival together!

You're the best friend a ball of fire could ever hope to have.

If I'd invited a girl, I wouldn't have had anywhere NEAR as good a time.

So whaddaya say? Are we doing this again next year? Mark your calendar, bro!

Just be ready to cancel if I get a girlfriend in the meantime.

What did you say? "Never gonna happen"? Hey! Low blow!
V1.4.7

**V1.4.7** of *Stormworks: Build and Rescue* was released on February 18th, 2022.

## V1.4.7

* Feature - Parsing Optimization
	+ With an update to our parsing system, you can expect save and vehicle files to be significantly smaller in size; we managed to reduce the default mission vehicles by ~50%. We are not only hoping this will save users storage space but also reduce load times when sending vehicle data in multiplayer. You may need to re-save your vehicles.
* Fix - #5064 Fix health sync requests causing ragdoll on respawn
* Rework - #5381 Added addon option to disable natural disasters in default missions
* Fix - #5158 Adjusted default natural disaster period from 5min to 15min
* Fix - Volcanic ash now affects jet engine intakes
* Fix - #2943 Increased relevance threshold for radar hits by 10x
* Fix - #4395 increase detection range for cargo deliveries / cargo not delivering to large zones
* Fix - #2973 Added buoyancy surfaces to motors and generators / modular engines sometimes not linking correctly
* Fix - #4862 Unable to un-crouch when carrying a survivor
* Fix - Initialize AI Aircraft state on vehicle load (Aircraft dropping out of the sky on load)
* Rework - #1986 Solid rockets lose fuel on damage and take damage anywhere along the body of the rocket
* Fix - #3763 Emp warhead now uses built-in impact threshold
* Fix - #3781 Rename detonate warhead nodes to Arm
* Fix - #2792 SetVehiclePosSafe not accounting for target vehicle bounds size
* Fix - #4061 Muzzle break -> muzzle brake spelling error
* Fix - #2165 Keypads not de-focusing when leaving their range
* Fix - #4727 Arctic volcano mesh fixes
* Fix - #4686 Train-line mesh issue for Donkk arctic exit and track diagonal variant
* Fix - #4996 All electric parts should now be disabled by EMP blasts
* Fix - #4941 Fluid cannon mass increased from 1 to 11
* Fix - Impeller pump preventing flow when torque slot not connected
* Fix - Ocean surface render issues
* Fix - Reduce particle spawn rate for lava physics contacts
* Fix - Lava emissive texture ignoring fog
* Fix - #3472 Projectile splash damage not affecting MP clients (Fixed for non-dedicated servers)
* Fix - #4507 Emotes broken when crouched
* Fix - Minor tornado position desync for mp clients
* Fix - #5091 Tornados bypass damage prevention
* Fix - #4930 Siren component placement surfaces removed, added to research group
* Fix - #5173 Add success returns for disaster lua functions and rework volcano spawning checks
* Fix - #5172 Remove success return from guaranteed functions getWeather, getTime and cancelGerstner
* Fix - #5048 Add tsunami callback for meteors and add lua param to allow meteor tsunamis
* Fix - #4435 remove duplicate onVehicleDespawn() lua callback call
* Fix - #4510 getAiTarget returning vehicle/char ids as numbers not integers
* Fix - Creative menu button not calling onVolcano
* Fix - #4580 Return params for getAiTarget
* Fix - #5396 Megalodons spawned with volcanic eruption button
* Balance - #4925 set fish flee speed higher than player swim speed
* Balance - Increased fish scare distance
* Balance - Increased fish max spawn depth
Our Dream

**Our Dream** is Sakura's Stage 1 Spirit Talk.

## Transcript

Hello! We are Sakura. The two of us are one!

And one we shall be, from birth to death.

You're one, but you were never two. Does that mean you're alone?

It's okay if you are. Not everyone has to be the same.

One day, we will grow up and be TRULY one, because even the best of buds have to blossom.

That's our dream, and that's our future.

But when that future will come, none can say.
An Angelic Voice

**An Angelic Voice** is Thalia's Stage 1 Spirit Talk.

## Transcript

La la la! mi mi mi miiii! Ahem. ♪ Ohhh...eating's every spirit's passion / Faerie cooking hits the spot ♪

♪ Dole me out a bigger ration / Nutrition in each tasty pot! ♪

\*Cough cough\* \*Gasp, sputter, wheeze\*

Ugh, darn it! Not again... I love to sing, but after half a verse, I always run out of air and start coughing...

Chabo, do you think you could take me on a journey to make me stronger?

I just want to be able to hold out my high notes a little more confidently instead of sputtering out.

If you help me make it all the way through a song, then I promise I'll let you be the first to hea--

\*Cough cough\* ...The first to hear it. Awww... See what I mean? \*sniff\*
Jewels

**Jewels** are items used to evolve spirits into their second stage when they reach their maximum level. They can be found as seeds in dungeons, and grow into jewels when they are planted with Tekko.

## Types of jewels

### Fire

* Red Seed --> Thulite
* Burning Seed --> Magma Rock
* Sun Seed --> Garnet
* Kampfgeist Seed --> Kunzite

### Water

* Blue Seed --> Raw Ore
* Sharp Seed --> Aragonite
* Clear Seed --> Aquamarine
* Glacial Seed --> White Gold

### Wind

* Green Seed --> Marble Bit
* Aromatic Seed --> Mugwort Ore
* Sacred Seed --> Emerald
* Spirit Seed --> Rabbit Tail

### Light

* Tawny Seed --> Amber Bit
* Shard Seed --> Citrine
* Comet Seed --> Topaz
* Ravishing Seed --> Princess Pearl

### Shadow

* Black Seed --> Opal
* Odd Seed --> Agate
* Terminus Seed --> Pyrite
* Knight Seed --> Lapisunite

## Evolution

The maximum level for spirits in their first stage is 40 for Bronze, 50 for Silver, and 60 for Gold.

### Fire

* **Bronze:** 3 thulite
* **Silver:** 3 magma rock, 2 thulite
* **Gold:** 3 garnet, 2 magma rock, 1 thulite

### Water

* **Bronze:** 3 raw ore
* **Silver:** 3 aragonite, 2 raw ore
* **Gold:** 3 aquamarine, 2 aragonite, 1 raw ore

### Wind

* **Bronze:** 3 marble bit
* **Silver:** 3 mugwort ore, 2 marble bit
* **Gold:** 3 emerald, 2 mugwort ore, 1 marble bit

### Light

* **Bronze:** 3 amber bit
* **Silver:** 3 citrine, 2 amber bit
* **Gold:** [TBA]

### Shadow

* **Bronze:** 3 opal
* **Silver:** 3 agate, 2 opal
* **Gold:** [TBA]
Happy with You

**Happy with You** is Pizzelle's Stage 2 Spirit Talk.

## Transcript

Hello----- My name-----is Pizzelle-----

Now you remember my name----- Now you remember me-----and this makes me-----happy-----

Together we have been-----many places----- Together we have made-----many memories-----

Some good-----some bad----- But all shared-----all special-----

Together-----the memories piled up-----and we became stronger-----

Because I care about you-----and you care about me-----we know that we will both be safe-----

You will live on inside me-----and I will live on inside you-----

I hope that the next time you smile-----it will partly be because of me-----

I'm so glad I was born----- I'm so happy I'm with you-----
Elegant Memory

**Elegant Memory** is a Link Spirit Talk between Nospladama and Praseby.

## Transcript

**Nospladama:** Oh! Mr. Praseby, I think you dropped your handkerchief! What a lovely flower pattern.

**Praseby:** Oh dear. Thank you, madam. You are too kind. I beg your pardon, but have we met before?

**Nospladama:** Oh, no sir. My name is Nospladamus. As for why I know your name...

**Praseby:** Ah yes. You're the spirit who can read people's hearts. It is an honor to make your acquaintance.

**Nospladama:** The honor is all mine. Shall we be friends?

**Praseby:** Of course. Nothing would please me more than to count someone so esteemed among my associates.

**Nospladama:** I'll try not to read your heart without your permission. I mostly just wanted to talk tea with you. I hear you're a connoisseur.

**Praseby:** Indeed I am! I can tell already I shall enjoy our conversations. Let me out a pot on for you right now...
Kindred Memory

**Kindred Memory** is a Link Spirit Talk between Yodgepodge and Sakura.

## Transcript

**Yodgepodge:** ...who are you? something about you reminds me of me.

**Sakura:** That's because we are all fire spirits. Hello, Yodgepodge. We are Sakura.

**Yodgepodge:** you have heard of me? i did not know i was famous. what a big surprise!

**Sakura:** We make it a point to learn about our fellow fire spirits, because we are the same type of life. But you are strange, Yodgepodge. You have no heart, no spark to hold our interest.

**Yodgepodge:** how terribly rude. you are lucky i don't have a heart, because i expect that comment would have made me angry. i cannot speak from experience, though.

**Sakura:** Just because you don't have a heart doesn't mean you can't find one. We should spend more time chatting.

**Yodgepodge:** chatting? what is chatting? is that like talking without a good reason?

**Sakura:** We don't need a reason if we're friends. And that's what we'd like to be.

**Yodgepodge:** friends with me? what a strange suggestion. it makes me...

**Sakura:** ...Yes?

**Yodgepodge:** i think i might be feeling...happy. again, i cannot speak from experience... but yes, let us be friends!

**Sakura:** Good... Hee hee. Yes, let's!
Living History

**Living History** is Dawne's Stage 2 Spirit Talk, and the sequel to The Foodventurer.

## Transcript

So, Chabo, how goes the foodventuring?

My younger brother, the weirdo, has decided he wants in our group too.

You should come by our old house for a visit. We'll whip you up something scrumptious!

...What's that? Of course spirits have houses. Do you expect us to sleep outside? Or in some magic palace? Hmph!

I'll have you know that spirits live normal, everyday lives. We don't need anything fancy.

Put me in front of a hundred Hero's Puddings, and I'll eat them all. I won't even use a spoon.

Hee hee hee. Bet you're picturin' it right now. Well, ahead and have your giggles. But I'm serious!

You just take me to the Spirit Well and I'll show you. Don't expect me to whip up a faerie snack like that myself.

All right... Well, back to foodventuring! You with us? I'll go get my brother, so stay put!
Impact sensor

Dimensions
 Cost
 Logic inputs
 Logic outputs
 Connections
 Adjustable parameters
 Since version

Impact sensors detect when they are accelerated beyond their set limit. They were initially added for the Weapon DLC to serve as triggers for warheads. Note that they are no longer strictly required for that purpose since, as of V1.3.14, warheads have been modified to have built-in impact sensing capability.

## Uses

* Autonomous vehicle damage detection: Unmanned tanker ships making trips to the arctic may run into moving icebergs. Such ships should normally have very low acceleration, but an iceberg collision could easily set off an impact sensor, allowing it to trigger a distress signal and get a player to fix it.

* Complex warhead triggers: Some missile designs are intended to have multiple sensors to trigger them (e.g. impact or proximity), and sometimes several conditions to prevent activation (e.g. proximity to friendly vehicles) especially with long-range effects like EMP warheads). For these, a microcontroller may combine data from radar, an impact sensor, and radio to trigger a 0-threshold warhead only when it is appropriate to do so.

## Patch history

### V1.3.14

* Feature - Warhead built-in impact sensor

### V1.1.18

* Feature - Impact sensor - triggers ON signal when acceleration exceeds the value set in properties
The Chief Thief

**The Chief Thief** is Rowdy Keyser's Stage 1 Spirit Talk.

## Transcript

Hey, youse. You think you can boss me around?

Ain't nobody's the boss of me. And don't think youse can buy me out neither.

I only work for a fellah I can trust. Are you that guy? Are ya?

Unless youse got some burnin', compellin' reason for me to put my faith in ya, then you can keep on walkin', pal.

Whoa whoa whoa! Where ya goin'? I didn't say I wouldn't fight widya. I just don't want you callin' the shots.

That part youse gotta earn. ...Heh, good luck.
Zypha

**Zypha** (シーファ, *Shīfa*) is one of the three starting spirits who joins Chabo after the Shrine is unlocked. She, Sizzic and Thalia are summoned by default as part of natural story progression.

## Gameplay

Once the Shrine becomes available, Marigold will give the player a tutorial on how to summon spirits with food. Zypha befriends Chabo alongside Sizzic and Thalia.

At Level 40, Thalia can evolve into her second stage with 3 marble bit.

## Spirit Talk

1. The Spirits' Power
2. Carried by the Wind
3. Bandmates' Memory

## Name origin

* Zypha's name may come from Zephyr, which is a gentle breeze.
Growing Up

**Growing Up** is Sakura's Stage 2 Spirit Talk.

## Transcript

When I woke up this morning, my other me was gone.

The two of us were always one, but now we'll never be two again...

This isn't at all the way we pictured it.

You cannot imagine how long we were together... This is the first time we've ever been apart.

I never stopped to consider this could happen.

Even the best buds have to blossom. But now I'm just a single bud with a single blossom. It isn't the same.

Maybe this is what growing up is.

This is what the future had in store.

But I'm not sad, Chabo. And I'll still be on your side.

The two of us can be two. And that's okay. Not everyone has to be the same.
Puck

**Puck** is a villager of the sylph race. He is very laid-back, and follows Jazoo to learn more about the world.

## Trivia

* His loves mysterious places.
* He hates "squares". This is likely in reference to Brownie Brown, who were a collective of ex-Squaresoft developers that left due to supposed creative differences.
Memorable Memory

**Memorable Memory** is a Link Spirit Talk between Pizzelle and Narses.

## Transcript

**Pizzelle:** Hey-----hey-----Narses----- Do-----you-----have-----a moment-----?

**Narses:** What do you want? Stop staring at me, just... Out with it.

**Pizzelle:** Okay----- Narses-----do you have any good memories-----?

**Narses:** What? Are you kidding. Not me. I'd just as soon forget the past.

**Pizzelle:** Oh----- Sorry-----sorry----- Your memories must be sad-----

**Narses:** What-- No one asked you!

**Pizzelle:** I know you, Narses----- You wouldn't forget the past----- You just don't want to talk about it----- But we need to cherish our memories-----

**Narses:** Yeah, okay, whatever you say. Some memories are better off left behind. I guess you wouldn't know that. So long.

**Pizzelle:** ...... Well-----I won't ever leave behind my memory-----of you-----
Houses

**Houses** are places where villagers live in the town. There are twelve spaces for houses, and each one is occupied by three members of a specific race. Some villagers have favorite houses, which increases the speed of their Love ranking with Chabo.

## Types of houses & favorites

### Elestial Estate

* Salsa
* Dyme
* Hart

### Leaf Lodge

* Craggie
* Razzel
* Chi-chee

### Stratus Shanty

* Stix
* Ku-kaw

### Seedling Shack

* Sepia
* Dansa
* Clara
* Tika-tika
Is This a Heart?

**Is This a Heart?** is Yodgepodge's Stage 2 Spirit Talk.

## Transcript

you there. we must talk.

last night, i had a dream. in this dream, you left me all alone.

why was i able to dream? why did i wake up with oil on my cheeks? i cannot explain these things.

i do not think i am technically crying. but i may be demonstrating sadness.

the thought of our joyful days together coming to an end negatively affects me. does this mean i have a heart?

it makes me wonder: why was i not given a heart in the first place? do you know?

it is okay if you do not know the answer. not knowing is better.

...\*tweet tweet tweet chirp\*
Bandmates' Memory

**Bandmates' Memory** is a Link Spirit Talk between Sizzic, Thalia and Zypha.

## Transcript

**Sizzic:** Okay, guys, you ready for practice? Water, Wind and Fire has gotta get ready for the battle of the bands! Kindle up, gals!

**Thalia:** Battle of the bands? I never agreed to that. Did you?

**Zypha:** No... I think Sizzic "sparked" another one of his silly ideas.

**Sizzic:** Wh-what are you talking about? I told you guys, like, weeks ago. You just didn't wanna listen! That's always how it is. I try to think up some hot idea to bring us together, and then you two gang up on me and ruin it.

**Thalia:** Well, for starters, you could have let us have some input on the name. It needs a heavy metal umlaut.

**Zypha:** Yes, precisely... Like... Here, I'll write it down for you: "Water, Wïnd and Fire."

**Sizzic:** A WHAT? But those are just two stupid dots!

**Thalia:** They're not stupid. And Zypha, they clearly need to go over the first "a", like this: "Wäter, Wind and Fire."

**Sizzic:** If it's that cool, why can't it go over my part of the name. Put it over the "r" in "Fire"!

**Thalia:** Pfft... Hee hee hee...

**Zypha:** Sizzic, you dummy...

**Sizzic:** Oh, great. What did I do?

**Thalia:** You can't out it over a consonant. That's just not how it works.

**Zypha:** We could put it over the "i" if you want.

**Sizzic:** It's going over the "r", all right?! Because we are that rockin'! You got it? Ugh, never mind, I'm gonna go do some solo karaoke.
Thalia

**Thalia** (サリア, *Saria*) is one of the three starting spirits to join Chabo after the Shrine is unlocked. She, Sizzic and Zypha are summoned by default as part of natural story progression.

## Gameplay

Once the Shrine becomes available, Marigold will give the player a tutorial on how to summon spirits with food. Thalia joins Chabo alongside Sizzic and Zypha.

At Level 40, Thalia can evolve into her second stage with 3 raw ore.

## Spirit Talk

1. An Angelic Voice
2. A Lovely Recital
3. Bandmates' Memory
Coming Through

**Coming Through** is Sinder's Stage 1 Spirit Talk.

## Transcript

Step aside, bystander. Sinder coming through.

...Wow, thank you! That was fast. You should put up at least a little bit of a fight, or people will take advantage of you.

Anyway, don't worry. I'm here to help innocent folks like you. I'll add you to my list of distressed citizens.

You'll notice my most prominent eye is rather large. It sees far and wide. No evil escapes its gaze!

And once I catch evil, I bring it to justice...through punishments most unusual! Some call me Sinder the Shamebringer.

Oh, and for the record: if you ever start bringing people distress instead of being on the receiving end, watch out.

Because I will bite you. On the butt. It will hurt.

...Oh, great. Now she's stuck up a tree. Stand aside-- What, now you won't move? Do you do EVERYTHING people tell you to?
Sizzic

**Sizzic** (カグッチ, *Kagutchi*, **Kagutchi**) is one of the three starting spirits to join Chabo after the Shrine is unlocked. He, Thalia and Zypha are summoned by default as part of natural story progression.

## Gameplay

Once the Shrine becomes available, Marigold will give the player a tutorial on how to summon spirits with food. Sizzic is Chabo's very first spirit, followed by Thalia and Zypha.

At Level 40, Sizzic can evolve into his second stage with 3 thulite.

## Spirit Talk

1. It's Festival Time
2. The Bestest Friend
3. Bandmates' Memory
Base

Each team has a "safe zone" at the far end of the map called the **Base**. When you are in base, you will rapidly heal and regenerate mana. You will also have access to the card shop while in the base. You can "recall" to the base at any time by pressing `B` or the equivalent controller button. After a short activation period, this will teleport you back to safety.

Note: Taking damage or using an ability/attacking will cancel a recall to base.
Events

**Events** are special global or local circumstances with increased drop rates, special **Units**, and other gameplay alterations to the base mechanics of **EGGLIA - The Legend of the Red Hat**. They typically mark the celebration of a major event, such as Chinese New Year, Valentine's Day, or Halloween.