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	<id>https://swwiki.net:443//api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Remou</id>
	<title>Unofficial Stormworks Wiki - User contributions [en-gb]</title>
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	<updated>2026-10-20T08:04:23Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://swwiki.net:443//index.php?title=Industrial_Frontier_DLC&amp;diff=608</id>
		<title>Industrial Frontier DLC</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Industrial_Frontier_DLC&amp;diff=608"/>
		<updated>2026-10-01T18:27:28Z</updated>

		<summary type="html">&lt;p&gt;Remou: Make locations section collapsible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Meier islands map.png|thumb|Map of the Meier island group]]&lt;br /&gt;
Stormworks: Industrial Frontier is a DLC for Stormworks. It adds the Meier island group, also known as arid island, to the game. Additionally, the DLC also contains new minable ores and land animals, including dogs.&lt;br /&gt;
&lt;br /&gt;
=== Locations COLLAPSE! ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Location&lt;br /&gt;
!Description&lt;br /&gt;
!Image&lt;br /&gt;
|-&lt;br /&gt;
|North Meier Outpost&lt;br /&gt;
|Contains the same dock as the starter island, and career mode begins here by default. &lt;br /&gt;
Contains a small dock and a garage for cars.&lt;br /&gt;
|[[File:North Meier Outpost.png|thumb|St. Alexander Hospital can be seen in the background]]&lt;br /&gt;
|-&lt;br /&gt;
|FJ Warner Docks&lt;br /&gt;
|A large complex containing a large dock, airfield, and a large train workbench. Also contains a freight terminal and [[parking lot]].&lt;br /&gt;
|[[File:FJ Warner Docks.png|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|Uran Power Plant&lt;br /&gt;
|A large dock next to a destroyed nuclear reactor. The location is loosely inspired by the Chernobyl Nuclear Power Plant in Ukraine.&lt;br /&gt;
The area immediately around the reactor is radioactive and will damage unprotected players.&lt;br /&gt;
Contains three large workbenches for boats, and a [[cargo terminal]]. Also contains a train station, but with no workbench.&lt;br /&gt;
|[[File:Uran Power Plant.png|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|Monkey Brain Launch Site / 30 Dollar Train Yard&lt;br /&gt;
|One large complex spanning two separate locations.&lt;br /&gt;
Monkey Brain contains a launch pad and also an airfield.&lt;br /&gt;
30 Dollar Train Yard only contains two large train workbenches. These can also be used to transport a rocket to the launch pad by rail.&lt;br /&gt;
|[[File:Monkey Brain Launch Site.png|thumb|Top left: Train yard, top right: launch site, bottom: airfield]]&lt;br /&gt;
|-&lt;br /&gt;
|Endair Airfield&lt;br /&gt;
|An airfield in the south-west of Meier islands.&lt;br /&gt;
Contains a plane workbench in the hangar.&lt;br /&gt;
|[[File:Endair Airfield.png|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|JSI Dock&lt;br /&gt;
|A boat dock in the south of Meier.&lt;br /&gt;
Contains a workbench for boats, and a parking lot.&lt;br /&gt;
|[[File:JSI Dock.png|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|Brainz Train Yard&lt;br /&gt;
|A train yard with a looping track and a propellant factory. Propellant is required by solid rockets.&lt;br /&gt;
Contains one train workbench.&lt;br /&gt;
|[[File:Brainz Train Yard.png|thumb|Gold ore can be seen near the railway]]&lt;br /&gt;
|-&lt;br /&gt;
|Mauve Train Yard / Lex Truck Stop&lt;br /&gt;
|A small train shed and truck stop in central Meier, with workbenches at both.&lt;br /&gt;
|[[File:Mauve Train Yard.png|thumb|Lex Train Stop is in the back]]&lt;br /&gt;
|-&lt;br /&gt;
|Serpentine Train Yard&lt;br /&gt;
|Two small train sheds in central Meier, with a workbench each.&lt;br /&gt;
|[[File:Serpentine Train Yard.png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
The DLC adds [[iron]], [[aluminium]], and [[gold]] ore that can be mined using a drill. [[Coal]] and [[uranium]] can be mined even without the DLC.&lt;br /&gt;
&lt;br /&gt;
Meier features refinery locations, where raw ore can be refined into more valuable ingots.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
With the DLC, Wildlife can spawn on land, depending on climate. Some animals are neutral and will ignore the player, or even run away from them, while predators can attack humans.&lt;br /&gt;
&lt;br /&gt;
Missions can randomly contain hostile animals that can attack the player or NPCs.&lt;br /&gt;
&lt;br /&gt;
Dogs can spawn anywhere on land, and can be tamed by players. They will then try to assist you by fetching items or searching for casualties. Dogs can be sat in seats.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Industrial_Frontier_DLC&amp;diff=607</id>
		<title>Industrial Frontier DLC</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Industrial_Frontier_DLC&amp;diff=607"/>
		<updated>2026-10-01T18:26:24Z</updated>

		<summary type="html">&lt;p&gt;Remou: Added sand DLC page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Meier islands map.png|thumb|Map of the Meier island group]]&lt;br /&gt;
Stormworks: Industrial Frontier is a DLC for Stormworks. It adds the Meier island group, also known as arid island, to the game. Additionally, the DLC also contains new minable ores and land animals, including dogs.&lt;br /&gt;
&lt;br /&gt;
=== Locations ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Location&lt;br /&gt;
!Description&lt;br /&gt;
!Image&lt;br /&gt;
|-&lt;br /&gt;
|North Meier Outpost&lt;br /&gt;
|Contains the same dock as the starter island, and career mode begins here by default. &lt;br /&gt;
Contains a small dock and a garage for cars.&lt;br /&gt;
|[[File:North Meier Outpost.png|thumb|St. Alexander Hospital can be seen in the background]]&lt;br /&gt;
|-&lt;br /&gt;
|FJ Warner Docks&lt;br /&gt;
|A large complex containing a large dock, airfield, and a large train workbench. Also contains a freight terminal and [[parking lot]].&lt;br /&gt;
|[[File:FJ Warner Docks.png|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|Uran Power Plant&lt;br /&gt;
|A large dock next to a destroyed nuclear reactor. The location is loosely inspired by the Chernobyl Nuclear Power Plant in Ukraine.&lt;br /&gt;
The area immediately around the reactor is radioactive and will damage unprotected players.&lt;br /&gt;
Contains three large workbenches for boats, and a [[cargo terminal]]. Also contains a train station, but with no workbench.&lt;br /&gt;
|[[File:Uran Power Plant.png|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|Monkey Brain Launch Site / 30 Dollar Train Yard&lt;br /&gt;
|One large complex spanning two separate locations.&lt;br /&gt;
Monkey Brain contains a launch pad and also an airfield.&lt;br /&gt;
30 Dollar Train Yard only contains two large train workbenches. These can also be used to transport a rocket to the launch pad by rail.&lt;br /&gt;
|[[File:Monkey Brain Launch Site.png|thumb|Top left: Train yard, top right: launch site, bottom: airfield]]&lt;br /&gt;
|-&lt;br /&gt;
|Endair Airfield&lt;br /&gt;
|An airfield in the south-west of Meier islands.&lt;br /&gt;
Contains a plane workbench in the hangar.&lt;br /&gt;
|[[File:Endair Airfield.png|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|JSI Dock&lt;br /&gt;
|A boat dock in the south of Meier.&lt;br /&gt;
Contains a workbench for boats, and a parking lot.&lt;br /&gt;
|[[File:JSI Dock.png|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
|Brainz Train Yard&lt;br /&gt;
|A train yard with a looping track and a propellant factory. Propellant is required by solid rockets.&lt;br /&gt;
Contains one train workbench.&lt;br /&gt;
|[[File:Brainz Train Yard.png|thumb|Gold ore can be seen near the railway]]&lt;br /&gt;
|-&lt;br /&gt;
|Mauve Train Yard / Lex Truck Stop&lt;br /&gt;
|A small train shed and truck stop in central Meier, with workbenches at both.&lt;br /&gt;
|[[File:Mauve Train Yard.png|thumb|Lex Train Stop is in the back]]&lt;br /&gt;
|-&lt;br /&gt;
|Serpentine Train Yard&lt;br /&gt;
|Two small train sheds in central Meier, with a workbench each.&lt;br /&gt;
|[[File:Serpentine Train Yard.png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
The DLC adds [[iron]], [[aluminium]], and [[gold]] ore that can be mined using a drill. [[Coal]] and [[uranium]] can be mined even without the DLC.&lt;br /&gt;
&lt;br /&gt;
Meier features refinery locations, where raw ore can be refined into more valuable ingots.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
With the DLC, Wildlife can spawn on land, depending on climate. Some animals are neutral and will ignore the player, or even run away from them, while predators can attack humans.&lt;br /&gt;
&lt;br /&gt;
Missions can randomly contain hostile animals that can attack the player or NPCs.&lt;br /&gt;
&lt;br /&gt;
Dogs can spawn anywhere on land, and can be tamed by players. They will then try to assist you by fetching items or searching for casualties. Dogs can be sat in seats.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:JSI_Dock.png&amp;diff=606</id>
		<title>File:JSI Dock.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:JSI_Dock.png&amp;diff=606"/>
		<updated>2026-10-01T18:24:40Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of JSI Dock&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:Endair_Airfield.png&amp;diff=605</id>
		<title>File:Endair Airfield.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:Endair_Airfield.png&amp;diff=605"/>
		<updated>2026-10-01T18:22:06Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of Endair Airfield&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:Serpentine_Train_Yard.png&amp;diff=604</id>
		<title>File:Serpentine Train Yard.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:Serpentine_Train_Yard.png&amp;diff=604"/>
		<updated>2026-10-01T18:19:16Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of Serpentine Train Yard&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:Mauve_Train_Yard.png&amp;diff=603</id>
		<title>File:Mauve Train Yard.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:Mauve_Train_Yard.png&amp;diff=603"/>
		<updated>2026-10-01T18:17:33Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of Mauve Train Yard&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:FJ_Warner_Docks.png&amp;diff=602</id>
		<title>File:FJ Warner Docks.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:FJ_Warner_Docks.png&amp;diff=602"/>
		<updated>2026-10-01T18:14:56Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of FJ Warner Docks&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:Monkey_Brain_Launch_Site.png&amp;diff=601</id>
		<title>File:Monkey Brain Launch Site.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:Monkey_Brain_Launch_Site.png&amp;diff=601"/>
		<updated>2026-10-01T18:09:40Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a screenshot of Monkey Brain Launch Site&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:Brainz_Train_Yard.png&amp;diff=600</id>
		<title>File:Brainz Train Yard.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:Brainz_Train_Yard.png&amp;diff=600"/>
		<updated>2026-10-01T18:04:14Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of Brainz Train Yard&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:Uran_Power_Plant.png&amp;diff=599</id>
		<title>File:Uran Power Plant.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:Uran_Power_Plant.png&amp;diff=599"/>
		<updated>2026-10-01T17:59:27Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of uran power plant&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:North_Meier_Outpost.png&amp;diff=598</id>
		<title>File:North Meier Outpost.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:North_Meier_Outpost.png&amp;diff=598"/>
		<updated>2026-10-01T17:54:55Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of north meier outpost&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:Meier_islands_map.png&amp;diff=597</id>
		<title>File:Meier islands map.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:Meier_islands_map.png&amp;diff=597"/>
		<updated>2026-10-01T17:41:02Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of the in-game map, depicting Meier Islands&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Gearbox&amp;diff=591</id>
		<title>Gearbox</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Gearbox&amp;diff=591"/>
		<updated>2026-09-30T14:52:29Z</updated>

		<summary type="html">&lt;p&gt;Remou: Very minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gearboxes are devices used to change the speed, torque, or direction of rotation in a machine.&lt;br /&gt;
&lt;br /&gt;
Two gear ratios can be configured, and can be switched between using the On/Off input. Without electricity, only the off ratio can be used.&lt;br /&gt;
&lt;br /&gt;
=== Direction ===&lt;br /&gt;
[[File:Gearbox direction.png|thumb|Top: RPS is doubled from 19 to 38 RPS. Bottom: RPS is halved from 20 to 10. Both gearboxes are set to 2:1.]]&lt;br /&gt;
The direction of the gearbox component determines whether the gear &#039;&#039;increases&#039;&#039; or &#039;&#039;decreases&#039;&#039; speed. Using the blue triangle visible on the model as a guide, pointing the triangle &amp;quot;towards the engine&amp;quot; will increase speed while reducing torque, and pointing the arrow &amp;quot;away from the engine&amp;quot; will reduce speed while providing more torque. Gear reductions are frequently used in cars during lower gears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The exact multipliers for speed and torque are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Ratio&lt;br /&gt;
!Speed&lt;br /&gt;
!Torque&lt;br /&gt;
|-&lt;br /&gt;
| -1:1&lt;br /&gt;
|x-1.0&lt;br /&gt;
|x1.0&lt;br /&gt;
|-&lt;br /&gt;
|1:1&lt;br /&gt;
|x1.0&lt;br /&gt;
|x1.0&lt;br /&gt;
|-&lt;br /&gt;
|6:5&lt;br /&gt;
|x1.2&lt;br /&gt;
|x0.83&lt;br /&gt;
|-&lt;br /&gt;
|3:2&lt;br /&gt;
|x1.5&lt;br /&gt;
|x0.67&lt;br /&gt;
|-&lt;br /&gt;
|9:5&lt;br /&gt;
|x1.8&lt;br /&gt;
|x0.56&lt;br /&gt;
|-&lt;br /&gt;
|2:1&lt;br /&gt;
|x2.0&lt;br /&gt;
|x0.50&lt;br /&gt;
|-&lt;br /&gt;
|5:2&lt;br /&gt;
|x2.5&lt;br /&gt;
|x0.40&lt;br /&gt;
|-&lt;br /&gt;
|3:1&lt;br /&gt;
|x3.0&lt;br /&gt;
|x0.33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sizes ===&lt;br /&gt;
[[File:Gearbox deprecated.png|thumb|Gearbox 1x2x2 (deprecated)]]&lt;br /&gt;
There are four different sizes for gearboxes: 1x1, 3x3x2, 5x5x3, and 1x2x2.&lt;br /&gt;
&lt;br /&gt;
All gearbox types, however, share the same behaviour. It used to be the case that a large gearbox was required for especially powerful vehicles, although this is no longer the case. You can safely use a 1x1x1 gearbox for anything.&lt;br /&gt;
&lt;br /&gt;
The 1x2x2 gearbox is deprecated and can no longer be found in the inventory, although it is still usable and frequently found on older vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Misconceptions ===&lt;br /&gt;
&#039;&#039;&#039;Power loss:&#039;&#039;&#039; Gearboxes do not lose 5% of all power that runs through them. They lose none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; Gearboxes do not make every vehicle faster. Sometimes, you might need to chose a slower gear. The primary limit for vehicle speed is engine power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fastest ratio:&#039;&#039;&#039; The strongest ratio is 3:1, although many engines cannot output enough power to sustain this. If you aren&#039;t sure which ratio to use, try all of them.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Todo_List&amp;diff=564</id>
		<title>Todo List</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Todo_List&amp;diff=564"/>
		<updated>2026-09-14T15:07:36Z</updated>

		<summary type="html">&lt;p&gt;Remou: test if discord integration got fucked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;tic&#039;s todo list for the wiki&lt;br /&gt;
&lt;br /&gt;
=== In-wiki stuff ===&lt;br /&gt;
* Components Page&lt;br /&gt;
* Revamp the main page i no likey - Much happier with it but has a way to go through&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Engine Setup (Prefab)|Basic Engine Guide (PREFAB)]]&amp;lt;/s&amp;gt; 29/05/2026&lt;br /&gt;
* Basic Engine Guide (Modular)&lt;br /&gt;
* Instrument Panel guide&lt;br /&gt;
* basic car guide&lt;br /&gt;
* basic boat guide&lt;br /&gt;
* basic helicopter guide&lt;br /&gt;
* basic plane guide&lt;br /&gt;
* basic jet engine guide&lt;br /&gt;
* submarines&lt;br /&gt;
* tank control methods&lt;br /&gt;
* Gliches page (with how to use)&lt;br /&gt;
* Radio guide&lt;br /&gt;
* Radar / Sonar guide(s)&lt;br /&gt;
* Basic-ish Space Ship guide&lt;br /&gt;
* LUA stuff (fear)&lt;br /&gt;
&lt;br /&gt;
=== Technical Stuff ===&lt;br /&gt;
* &amp;lt;s&amp;gt;Collapsable Sections extension make worky&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Edit Collapsable sections to be an optional tag given to each heading rather than default heading affliction&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;h3, h4, h5&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;DiscordNotifications extention make worky!&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Todo_List&amp;diff=553</id>
		<title>Todo List</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Todo_List&amp;diff=553"/>
		<updated>2026-09-06T08:36:25Z</updated>

		<summary type="html">&lt;p&gt;Remou: wahoo I did it yay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;tic&#039;s todo list for the wiki&lt;br /&gt;
&lt;br /&gt;
=== In-wiki stuff ===&lt;br /&gt;
* Components Page&lt;br /&gt;
* Revamp the main page i no likey - Much happier with it but has a way to go through&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Engine Setup (Prefab)|Basic Engine Guide (PREFAB)]]&amp;lt;/s&amp;gt; 29/05/2026&lt;br /&gt;
* Basic Engine Guide (Modular)&lt;br /&gt;
* Instrument Panel guide&lt;br /&gt;
* basic car guide&lt;br /&gt;
* basic boat guide&lt;br /&gt;
* basic helicopter guide&lt;br /&gt;
* basic plane guide&lt;br /&gt;
* basic jet engine guide&lt;br /&gt;
* submarines&lt;br /&gt;
* tank control methods&lt;br /&gt;
* Gliches page (with how to use)&lt;br /&gt;
* Radio guide&lt;br /&gt;
* Radar / Sonar guide(s)&lt;br /&gt;
* Basic-ish Space Ship guide&lt;br /&gt;
* LUA stuff (fear)&lt;br /&gt;
&lt;br /&gt;
=== Technical Stuff ===&lt;br /&gt;
* &amp;lt;s&amp;gt;Collapsable Sections extension make worky&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Edit Collapsable sections to be an optional tag given to each heading rather than default heading affliction&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;h3, h4, h5&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;DiscordNotifications extention make worky&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Todo_List&amp;diff=552</id>
		<title>Todo List</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Todo_List&amp;diff=552"/>
		<updated>2026-09-06T08:35:25Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;tic&#039;s todo list for the wiki&lt;br /&gt;
&lt;br /&gt;
=== In-wiki stuff ===&lt;br /&gt;
* Components Page&lt;br /&gt;
* Revamp the main page i no likey - Much happier with it but has a way to go through&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Engine Setup (Prefab)|Basic Engine Guide (PREFAB)]]&amp;lt;/s&amp;gt; 29/05/2026&lt;br /&gt;
* Basic Engine Guide (Modular)&lt;br /&gt;
* Instrument Panel guide&lt;br /&gt;
* basic car guide&lt;br /&gt;
* basic boat guide&lt;br /&gt;
* basic helicopter guide&lt;br /&gt;
* basic plane guide&lt;br /&gt;
* basic jet engine guide&lt;br /&gt;
* submarines&lt;br /&gt;
* tank control methods&lt;br /&gt;
* Gliches page (with how to use)&lt;br /&gt;
* Radio guide&lt;br /&gt;
* Radar / Sonar guide(s)&lt;br /&gt;
* Basic-ish Space Ship guide&lt;br /&gt;
* LUA stuff (fear)&lt;br /&gt;
&lt;br /&gt;
=== Technical Stuff ===&lt;br /&gt;
* &amp;lt;s&amp;gt;Collapsable Sections extension make worky&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Edit Collapsable sections to be an optional tag given to each heading rather than default heading affliction&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;h3, h4, h5&amp;lt;/s&amp;gt;&lt;br /&gt;
* DiscordNotifications extention make worky&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Todo_List&amp;diff=551</id>
		<title>Todo List</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Todo_List&amp;diff=551"/>
		<updated>2026-09-06T08:21:42Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;tic&#039;s todo list for the wiki&lt;br /&gt;
&lt;br /&gt;
=== In-wiki stuff ===&lt;br /&gt;
* Components Page&lt;br /&gt;
* Revamp the main page i no likey - Much happier with it but has a way to go through&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Engine Setup (Prefab)|Basic Engine Guide (PREFAB)]]&amp;lt;/s&amp;gt; 29/05/2026&lt;br /&gt;
* Basic Engine Guide (Modular)&lt;br /&gt;
* Instrument Panel guide&lt;br /&gt;
* basic car guide&lt;br /&gt;
* basic boat guide&lt;br /&gt;
* basic helicopter guide&lt;br /&gt;
* basic plane guide&lt;br /&gt;
* basic jet engine guide&lt;br /&gt;
* submarines&lt;br /&gt;
* tank control methods&lt;br /&gt;
* Gliches page (with how to use)&lt;br /&gt;
* Radio guide&lt;br /&gt;
* Radar / Sonar guide(s)&lt;br /&gt;
* Basic-ish Space Ship guide&lt;br /&gt;
* LUA stuff (fear)&lt;br /&gt;
&lt;br /&gt;
=== Technical Stuff ===&lt;br /&gt;
* &amp;lt;s&amp;gt;Collapsable Sections extension make worky&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Edit Collapsable sections to be an optional tag given to each heading rather than default heading affliction&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;h3, h4, h5&amp;lt;/s&amp;gt;&lt;br /&gt;
* Discord extention make worky&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Todo_List&amp;diff=550</id>
		<title>Todo List</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Todo_List&amp;diff=550"/>
		<updated>2026-09-06T08:20:59Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;tic&#039;s todo list for the wiki&lt;br /&gt;
&lt;br /&gt;
=== In-wiki stuff ===&lt;br /&gt;
* Components Page&lt;br /&gt;
* Revamp the main page i no likey - Much happier with it but has a way to go through&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Engine Setup (Prefab)|Basic Engine Guide (PREFAB)]]&amp;lt;/s&amp;gt; 29/05/2026&lt;br /&gt;
* Basic Engine Guide (Modular)&lt;br /&gt;
* Instrument Panel guide&lt;br /&gt;
* basic car guide&lt;br /&gt;
* basic boat guide&lt;br /&gt;
* basic helicopter guide&lt;br /&gt;
* basic plane guide&lt;br /&gt;
* basic jet engine guide&lt;br /&gt;
* submarines&lt;br /&gt;
* tank control methods&lt;br /&gt;
* Gliches page (with how to use)&lt;br /&gt;
* Radio guide&lt;br /&gt;
* Radar / Sonar guide(s)&lt;br /&gt;
* Basic-ish Space Ship guide&lt;br /&gt;
* LUA stuff (fear)&lt;br /&gt;
&lt;br /&gt;
=== Technical Stuff ===&lt;br /&gt;
* &amp;lt;s&amp;gt;Collapsable Sections extension make worky&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Edit Collapsable sections to be an optional tag given to each heading rather than default heading affliction&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;h3, h4, h5&amp;lt;/s&amp;gt;&lt;br /&gt;
* Discord extention&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Stormworks:_Search_%26_Destroy&amp;diff=549</id>
		<title>Stormworks: Search &amp; Destroy</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Stormworks:_Search_%26_Destroy&amp;diff=549"/>
		<updated>2026-09-06T08:07:54Z</updated>

		<summary type="html">&lt;p&gt;Remou: Added SaD dlc page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Stormworks: Search and Destroy&amp;quot; is one Stormworks&#039; [[:Category:Game DLC|DLC]]. It adds a large variety of [[Weapons]] for use in single player and multiplayer. Using warhead components, players are able to create explosive missiles.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
[[File:JSI Dock capture zone.png|alt=A white van with telecommunication equipment mounted on the roof.|thumb|Capture Zone for JSI Dock]]&lt;br /&gt;
The DLC adds an optional PvE campaign. The player must capture locations by military force before being able to use them. Hostile locations will be guarded by enemy land vehicles, ships, and aircraft that attack players on sight. Occasionally, the enemy AI will launch assaults against player-controlled locations.&lt;br /&gt;
&lt;br /&gt;
The player wins when the enemy AI no longer has any territory.&lt;br /&gt;
&lt;br /&gt;
A location is captured when a player steps into a capture zone (always a white van with a radar on top) until the location is fully captured. A progress bar will be shown on the map during the capture process.&lt;br /&gt;
&lt;br /&gt;
Conquest can be deactivated when creating a new world by switching off the &amp;quot;DLC Weapons AI&amp;quot; add-on.&lt;br /&gt;
&lt;br /&gt;
=== Non DLC Owners ===&lt;br /&gt;
Players who do not own the weapons DLC will still be able to see and place the parts added by the DLC, though they will not be able to function, e.g.: Weapons do not fire and warheads do not detonate. These components are often used for decoration.&lt;br /&gt;
&lt;br /&gt;
=== Battle Cannon Barrel Extension ===&lt;br /&gt;
The &amp;quot;Battle Cannon Barrel Extension&amp;quot; (1x1x3) component is the densest block in the game. It also does not take up any volume inside a sealed tank, making it ideal for ballasts.&lt;br /&gt;
[[Category:Game DLC]]&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:JSI_Dock_capture_zone.png&amp;diff=548</id>
		<title>File:JSI Dock capture zone.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:JSI_Dock_capture_zone.png&amp;diff=548"/>
		<updated>2026-09-06T07:58:50Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of the JSI Dock capture zone (weapons dlc)&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Kraken&amp;diff=547</id>
		<title>Kraken</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Kraken&amp;diff=547"/>
		<updated>2026-09-06T07:40:57Z</updated>

		<summary type="html">&lt;p&gt;Remou: List sources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Krakens are hostile creatures that will attack players and vehicles in the ocean. They attempt to damage objects by flailing their arms at them, or more rarely, pull a vehicle under the surface. Along with the [[Megalodon]], it is one of two sea creatures in the game.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
[[File:20241221143541 1.jpg|alt=kraken flying away from a submarine|thumb|weeee]]&lt;br /&gt;
Krakens move at up to 20m/s and are known to lunge out of the water. Due to their physics-based simulation, they will occasionally &amp;quot;get glitchy with it&amp;quot; and fly away at high speeds in a random direction.&lt;br /&gt;
&lt;br /&gt;
During an attack, the kraken will first swim away from the target vehicle, and then swim directly towards it. A kraken will chase a vehicle for an unlimited distance, but only until it loses sight of the vehicle.&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
The kraken only spawns in strong weather, at night, in deep water. The ocean must be at least 150m deep, the sun must have set, the fog must be at least 25%, and rain at least 50%.&lt;br /&gt;
&lt;br /&gt;
In custom mode, the kraken can be prevented from spawning by disabling the &amp;quot;Sea Monsters&amp;quot; setting in the custom menu. Additionally, the &amp;quot;Kraken&amp;quot; button in the custom menu will immediately spawn a kraken anywhere in the world.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
The kraken was officially announced on the 15th of March, 2022, but was added as an easter egg during the Natural Disasters major update in February.&lt;br /&gt;
&lt;br /&gt;
==== Sources COLLAPSE! ====&lt;br /&gt;
https://store.steampowered.com/news/app/573090/view/3136200428799726637&lt;br /&gt;
&lt;br /&gt;
https://store.steampowered.com/news/app/573090/view/3129441223327901201&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Kraken&amp;diff=546</id>
		<title>Kraken</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Kraken&amp;diff=546"/>
		<updated>2026-09-06T07:39:52Z</updated>

		<summary type="html">&lt;p&gt;Remou: Added kraken page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Krakens are hostile creatures that will attack players and vehicles in the ocean. They attempt to damage objects by flailing their arms at them, or more rarely, pull a vehicle under the surface. Along with the [[Megalodon]], it is one of two sea creatures in the game.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
[[File:20241221143541 1.jpg|alt=kraken flying away from a submarine|thumb|weeee]]&lt;br /&gt;
Krakens move at up to 20m/s and are known to lunge out of the water. Due to their physics-based simulation, they will occasionally &amp;quot;get glitchy with it&amp;quot; and fly away at high speeds in a random direction.&lt;br /&gt;
&lt;br /&gt;
During an attack, the kraken will first swim away from the target vehicle, and then swim directly towards it. A kraken will chase a vehicle for an unlimited distance, but only until it loses sight of the vehicle.&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
The kraken only spawns in strong weather, at night, in deep water. The ocean must be at least 150m deep, the sun must have set, the fog must be at least 25%, and rain at least 50%.&lt;br /&gt;
&lt;br /&gt;
In custom mode, the kraken can be prevented from spawning by disabling the &amp;quot;Sea Monsters&amp;quot; setting in the custom menu. Additionally, the &amp;quot;Kraken&amp;quot; button in the custom menu will immediately spawn a kraken anywhere in the world.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
The kraken was officially announced on the 15th of March, 2022, but was added as an easter egg during the Natural Disasters major update in February.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:20241221143541_1.jpg&amp;diff=545</id>
		<title>File:20241221143541 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:20241221143541_1.jpg&amp;diff=545"/>
		<updated>2026-09-06T07:27:21Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;weird ass kraken&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Rotor&amp;diff=544</id>
		<title>Rotor</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Rotor&amp;diff=544"/>
		<updated>2026-08-28T19:14:59Z</updated>

		<summary type="html">&lt;p&gt;Remou: hide scary math&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rotors are [[Kinetics|Kinetic]] components primarily used for aircraft to convert mechanical power to movement.&lt;br /&gt;
&lt;br /&gt;
In the selection menu, rotors have settings for blade count, blade length, and blade pitch. Blade pitch will set the default collective to either 1 or 0.&lt;br /&gt;
&lt;br /&gt;
=== Lift ===&lt;br /&gt;
Rotors create lift based on their type, RPS and blade count. Pitch and roll change the direction this force is applied in, but the force will always be applied from the centre of the component.&lt;br /&gt;
&lt;br /&gt;
==== The lift equation COLLAPSE! ====&lt;br /&gt;
The lift equation has the following parameters:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;x = the RPS, measured at the rotor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;y = the collective value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;z = the blade count for the rotor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The amount of lift generated by a rotor can be calculated using the following function:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;f(x,y,z) = (x^3) * (y^2) * z&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rotor drag ===&lt;br /&gt;
A rotor will create a yaw force proportional to the amount of lift produced. This means that, for helicopters, a countering yaw force needs to be created, either through a tail rotor, using coaxial rotors, or through some other method.&lt;br /&gt;
&lt;br /&gt;
A rotor at 0 collective will not create rotor drag.&lt;br /&gt;
&lt;br /&gt;
=== Collective, pitch and roll ===&lt;br /&gt;
[[File:Rotor Roll.png|thumb|Examples for rotor collective and roll]]&lt;br /&gt;
All rotors, except for the Rotor (Tail) component, have swashplates that can be used to change the collective, pitch and roll of the component.&lt;br /&gt;
&lt;br /&gt;
Collective can be used to limit the amount of force generated by the rotor. A collective of 0 means that the rotor creates no force (&#039;&#039;&#039;including&#039;&#039;&#039; pitch and roll), whereas a value of 1 means that the rotor is generating the maximum amount of force. A value of -1 can be used to reverse the rotor, though this will also reverse pitch and roll.&lt;br /&gt;
&lt;br /&gt;
Pitch and roll direction are determined through the blue direction arrows visible in the workbench. All rotors, except for the Rotor (Tail) component, have swashplates that can be used to change the Collective, Pitch, and Roll of the component. Pitch and roll use [[Thrust Vectoring]] to create pitch and roll.&lt;br /&gt;
&lt;br /&gt;
=== List of components COLLAPSE! ===&lt;br /&gt;
There are currently 6 rotor components in the game. Different rotors will generate varying amounts of force at the same RPS, but have no differences otherwise.&lt;br /&gt;
&lt;br /&gt;
* [[Rotor (Large)]]&lt;br /&gt;
* [[Rotor (Small)]]&lt;br /&gt;
* [[Rotor Propeller (Large)]]&lt;br /&gt;
* [[Rotor Propeller (Small)]]&lt;br /&gt;
* [[Rotor (Light)]]&lt;br /&gt;
* [[Rotor (Tail)]]&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Rotor&amp;diff=543</id>
		<title>Rotor</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Rotor&amp;diff=543"/>
		<updated>2026-08-28T19:14:24Z</updated>

		<summary type="html">&lt;p&gt;Remou: Added rotor page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rotors are [[Kinetics|Kinetic]] components primarily used for aircraft to convert mechanical power to movement.&lt;br /&gt;
&lt;br /&gt;
In the selection menu, rotors have settings for blade count, blade length, and blade pitch. Blade pitch will set the default collective to either 1 or 0.&lt;br /&gt;
&lt;br /&gt;
=== Lift ===&lt;br /&gt;
Rotors create lift based on their type, RPS and blade count. Pitch and roll change the direction this force is applied in, but the force will always be applied from the centre of the component.&lt;br /&gt;
&lt;br /&gt;
==== The lift equation ====&lt;br /&gt;
The lift equation has the following parameters:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;x = the RPS, measured at the rotor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;y = the collective value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;z = the blade count for the rotor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The amount of lift generated by a rotor can be calculated using the following function:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;f(x,y,z) = (x^3) * (y^2) * z&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rotor drag ===&lt;br /&gt;
A rotor will create a yaw force proportional to the amount of lift produced. This means that, for helicopters, a countering yaw force needs to be created, either through a tail rotor, using coaxial rotors, or through some other method.&lt;br /&gt;
&lt;br /&gt;
A rotor at 0 collective will not create rotor drag.&lt;br /&gt;
&lt;br /&gt;
=== Collective, pitch and roll ===&lt;br /&gt;
[[File:Rotor Roll.png|thumb|Examples for rotor collective and roll]]&lt;br /&gt;
All rotors, except for the Rotor (Tail) component, have swashplates that can be used to change the collective, pitch and roll of the component.&lt;br /&gt;
&lt;br /&gt;
Collective can be used to limit the amount of force generated by the rotor. A collective of 0 means that the rotor creates no force (&#039;&#039;&#039;including&#039;&#039;&#039; pitch and roll), whereas a value of 1 means that the rotor is generating the maximum amount of force. A value of -1 can be used to reverse the rotor, though this will also reverse pitch and roll.&lt;br /&gt;
&lt;br /&gt;
Pitch and roll direction are determined through the blue direction arrows visible in the workbench. All rotors, except for the Rotor (Tail) component, have swashplates that can be used to change the Collective, Pitch, and Roll of the component. Pitch and roll use [[Thrust Vectoring]] to create pitch and roll.&lt;br /&gt;
&lt;br /&gt;
=== List of components COLLAPSE! ===&lt;br /&gt;
There are currently 6 rotor components in the game. Different rotors will generate varying amounts of force at the same RPS, but have no differences otherwise.&lt;br /&gt;
&lt;br /&gt;
* [[Rotor (Large)]]&lt;br /&gt;
* [[Rotor (Small)]]&lt;br /&gt;
* [[Rotor Propeller (Large)]]&lt;br /&gt;
* [[Rotor Propeller (Small)]]&lt;br /&gt;
* [[Rotor (Light)]]&lt;br /&gt;
* [[Rotor (Tail)]]&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:Rotor_Roll.png&amp;diff=542</id>
		<title>File:Rotor Roll.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:Rotor_Roll.png&amp;diff=542"/>
		<updated>2026-08-28T19:02:32Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A graphic that displays the behaviour of roll and collective on rotors.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Modular_engine&amp;diff=535</id>
		<title>Modular engine</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Modular_engine&amp;diff=535"/>
		<updated>2026-08-26T15:14:50Z</updated>

		<summary type="html">&lt;p&gt;Remou: untest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modular engines are an advanced engine type. They offer more fuel efficiency and power than prefab engines, but are more complex.&lt;br /&gt;
&lt;br /&gt;
=== Supercharging ===&lt;br /&gt;
Supercharging is the process of increasing air pressure inside of an engine using a pump, most commonly a large electric pump. This can increase power generation by as much as 80%.&lt;br /&gt;
&lt;br /&gt;
When supercharging an engine, its air to fuel ratio will be affected. Most engine control units from the workshop can handle this automatically, but if you are using a custom ECU, it might be an issue.&lt;br /&gt;
&lt;br /&gt;
Turbocharging is not directly possible, but a similar effect can be achieved by using an impeller pump.&lt;br /&gt;
&lt;br /&gt;
=== The simplest engine possible COLLAPSE! ===&lt;br /&gt;
[[File:Mini modular engine.jpg|alt=A modular engine with one cylinder and no cooling. It is equipped with only a fuel manifold, an air manifold, an exhaust manifold, and a clutch.|thumb|The smallest engine possible. It would overheat if it had more fuel.]]&lt;br /&gt;
Because a modular engine doesn&#039;t actually need a lot to function, we can create the tiniest engine possible using just a few parts. &lt;br /&gt;
&lt;br /&gt;
You will need one of each:&lt;br /&gt;
&lt;br /&gt;
* Crankshaft&lt;br /&gt;
* Clutch&lt;br /&gt;
* Fuel manifold&lt;br /&gt;
* Air manifold&lt;br /&gt;
* Exhaust manifold&lt;br /&gt;
&lt;br /&gt;
As well as:&lt;br /&gt;
&lt;br /&gt;
* 2x fluid ports (any type) for air and exhaust&lt;br /&gt;
* Fuel tank&lt;br /&gt;
* Electric motor (for starting the engine)&lt;br /&gt;
* Some logic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Construct the engine by attaching all parts, starting with the crankshaft.&lt;br /&gt;
&lt;br /&gt;
Instead of a belt starter motor, an electric motor can be applied externally to start the engine.&lt;br /&gt;
&lt;br /&gt;
You can skip adding an ECU by setting a constant throttle of 0.5 fuel and 1.0 air.&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
==== Crankshaft ====&lt;br /&gt;
Crankshafts are the core of an engine. Cylinders can be attached to the outer surfaces, while other crankshafts can be attached in the front/back to form longer engines. &lt;br /&gt;
&lt;br /&gt;
Converters allow the usage of different crankshaft, cylinder, or flywheel sizes in one engine. &lt;br /&gt;
[[File:Crankshafts array.png|alt=All available crankshafts, from size 1x1x1 to 5x5x5|thumb|Crankshafts]]&lt;br /&gt;
There are 4 unique crankshaft components and two converters.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that crankshafts do have resistance, so it is more efficient to minimize the amount of unnecessary crankshafts.&lt;br /&gt;
&lt;br /&gt;
==== Flywheel ====&lt;br /&gt;
A flywheel is an &#039;&#039;optional&#039;&#039; component that adds rotational inertia (or momentum) to the engine. This can help with stability and smoothness in some cases, and also help prevent stalling.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to add a flywheel if it isn&#039;t needed.&lt;br /&gt;
&lt;br /&gt;
==== Cylinder ====&lt;br /&gt;
Cylinders allow for fuel and oxygen to combust. Large cylinders function in the same way as small ones, the only difference being dramatically increased fuel consumption and power output. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Cylinder&lt;br /&gt;
!Effective Power&lt;br /&gt;
|-&lt;br /&gt;
|1x1x1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|3x3x3&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|5x5x5&lt;br /&gt;
|125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Clutch ====&lt;br /&gt;
A modular engine clutch allows for mechanical power (RPS) to exit the engine.&lt;br /&gt;
&lt;br /&gt;
The engagement of the clutch follows &amp;lt;code&amp;gt;x^3&amp;lt;/code&amp;gt;, where X is the input. Meaning the amount of power transferred does not linearly correlate to the input to the clutch.&lt;br /&gt;
And instead follows the curve shown by the graph below.&lt;br /&gt;
&lt;br /&gt;
[[File:Modular engine clutch engagement.png|thumb|Graph of clutch input to torque transfer]]&lt;br /&gt;
&lt;br /&gt;
This non-linearity can be corrected for by feeding the input to the clutch through a function block with the function &amp;lt;code&amp;gt;x^(1/3)&amp;lt;/code&amp;gt; first to compensate.&lt;br /&gt;
&lt;br /&gt;
NOTE: Engaging the clutch too early or too suddenly can prevent the engine from starting by continuously stalling it.&lt;br /&gt;
&lt;br /&gt;
==== Manifolds ====&lt;br /&gt;
There are four manifold types:&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Fuel&#039;&#039;&#039; manifold allows fuel to enter the engine. A fuel pump is never required.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Air&#039;&#039;&#039; manifold allows air to enter the engine. Adding a pump here is optional, but can increase power by up to 80%. It does, however, also increase heat generation and complicate the Air:Fuel ratio calculation.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Exhaust&#039;&#039;&#039; manifold allows exhaust gas to leave the engine.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Coolant&#039;&#039;&#039; manifold has two connections that allow coolant to enter and leave the engine. All coolant is shared throughout the entire engine, which means that a single coolant manifold can draw coolant from both outputs at the same time, provided the coolant enters the engine through another manifold. Coolant manifolds do &#039;&#039;&#039;not&#039;&#039;&#039; have a built-in pump, which means they will not circulate coolant without an external pump.&lt;br /&gt;
&lt;br /&gt;
==== Belt addons ====&lt;br /&gt;
Belt drives are not required to build a functioning engine, and can be replaced by a second clutch. There are a number of components that can be attached to a belt drive:&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;starter motor&#039;&#039;&#039; is a small electric motor used to start the engine. It can reach up to 5 RPS.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;alternator&#039;&#039;&#039; is a small generator. It is extremely inefficient compared to [[Generator]]&amp;lt;nowiki/&amp;gt;s.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;belt pump&#039;&#039;&#039; is a small pump with an inconveniently placed fluid input. It isn&#039;t very powerful or efficient, but is commonly used to circulate coolant in extremely small engines.&lt;br /&gt;
[[Category:Engine]]&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Modular_engine&amp;diff=534</id>
		<title>Modular engine</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Modular_engine&amp;diff=534"/>
		<updated>2026-08-26T15:14:32Z</updated>

		<summary type="html">&lt;p&gt;Remou: test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modular engines are an advanced engine type. They offer more fuel efficiency and power than prefab engines, but are more complex.&lt;br /&gt;
&lt;br /&gt;
=== Supercharging ===&lt;br /&gt;
Supercharging is the process of increasing air pressure inside of an engine using a pump, most commonly a large electric pump. This can increase power generation by as much as 80%.&lt;br /&gt;
&lt;br /&gt;
When supercharging an engine, its air to fuel ratio will be affected. Most engine control units from the workshop can handle this automatically, but if you are using a custom ECU, it might be an issue.&lt;br /&gt;
&lt;br /&gt;
Turbocharging is not directly possible, but a similar effect can be achieved by using an impeller pump.&lt;br /&gt;
&lt;br /&gt;
=== The simplest engine possible COLLAPSE! ===&lt;br /&gt;
[[File:Mini modular engine.jpg|alt=A modular engine with one cylinder and no cooling. It is equipped with only a fuel manifold, an air manifold, an exhaust manifold, and a clutch.|thumb|The smallest engine possible. It would overheat if it had more fuel.]]&lt;br /&gt;
Because a modular engine doesn&#039;t actually need a lot to function, we can create the tiniest engine possible using just a few parts. &lt;br /&gt;
&lt;br /&gt;
You will need one of each:&lt;br /&gt;
&lt;br /&gt;
* Crankshaft&lt;br /&gt;
* Clutch&lt;br /&gt;
* Fuel manifold&lt;br /&gt;
* Air manifold&lt;br /&gt;
* Exhaust manifold&lt;br /&gt;
&lt;br /&gt;
As well as: COLLAPSE!&lt;br /&gt;
&lt;br /&gt;
* 2x fluid ports (any type) for air and exhaust&lt;br /&gt;
* Fuel tank&lt;br /&gt;
* Electric motor (for starting the engine)&lt;br /&gt;
* Some logic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Construct the engine by attaching all parts, starting with the crankshaft.&lt;br /&gt;
&lt;br /&gt;
Instead of a belt starter motor, an electric motor can be applied externally to start the engine.&lt;br /&gt;
&lt;br /&gt;
You can skip adding an ECU by setting a constant throttle of 0.5 fuel and 1.0 air.&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
==== Crankshaft ====&lt;br /&gt;
Crankshafts are the core of an engine. Cylinders can be attached to the outer surfaces, while other crankshafts can be attached in the front/back to form longer engines. &lt;br /&gt;
&lt;br /&gt;
Converters allow the usage of different crankshaft, cylinder, or flywheel sizes in one engine. &lt;br /&gt;
[[File:Crankshafts array.png|alt=All available crankshafts, from size 1x1x1 to 5x5x5|thumb|Crankshafts]]&lt;br /&gt;
There are 4 unique crankshaft components and two converters.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that crankshafts do have resistance, so it is more efficient to minimize the amount of unnecessary crankshafts.&lt;br /&gt;
&lt;br /&gt;
==== Flywheel ====&lt;br /&gt;
A flywheel is an &#039;&#039;optional&#039;&#039; component that adds rotational inertia (or momentum) to the engine. This can help with stability and smoothness in some cases, and also help prevent stalling.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to add a flywheel if it isn&#039;t needed.&lt;br /&gt;
&lt;br /&gt;
==== Cylinder ====&lt;br /&gt;
Cylinders allow for fuel and oxygen to combust. Large cylinders function in the same way as small ones, the only difference being dramatically increased fuel consumption and power output. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Cylinder&lt;br /&gt;
!Effective Power&lt;br /&gt;
|-&lt;br /&gt;
|1x1x1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|3x3x3&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|5x5x5&lt;br /&gt;
|125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Clutch ====&lt;br /&gt;
A modular engine clutch allows for mechanical power (RPS) to exit the engine.&lt;br /&gt;
&lt;br /&gt;
The engagement of the clutch follows &amp;lt;code&amp;gt;x^3&amp;lt;/code&amp;gt;, where X is the input. Meaning the amount of power transferred does not linearly correlate to the input to the clutch.&lt;br /&gt;
And instead follows the curve shown by the graph below.&lt;br /&gt;
&lt;br /&gt;
[[File:Modular engine clutch engagement.png|thumb|Graph of clutch input to torque transfer]]&lt;br /&gt;
&lt;br /&gt;
This non-linearity can be corrected for by feeding the input to the clutch through a function block with the function &amp;lt;code&amp;gt;x^(1/3)&amp;lt;/code&amp;gt; first to compensate.&lt;br /&gt;
&lt;br /&gt;
NOTE: Engaging the clutch too early or too suddenly can prevent the engine from starting by continuously stalling it.&lt;br /&gt;
&lt;br /&gt;
==== Manifolds ====&lt;br /&gt;
There are four manifold types:&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Fuel&#039;&#039;&#039; manifold allows fuel to enter the engine. A fuel pump is never required.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Air&#039;&#039;&#039; manifold allows air to enter the engine. Adding a pump here is optional, but can increase power by up to 80%. It does, however, also increase heat generation and complicate the Air:Fuel ratio calculation.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Exhaust&#039;&#039;&#039; manifold allows exhaust gas to leave the engine.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Coolant&#039;&#039;&#039; manifold has two connections that allow coolant to enter and leave the engine. All coolant is shared throughout the entire engine, which means that a single coolant manifold can draw coolant from both outputs at the same time, provided the coolant enters the engine through another manifold. Coolant manifolds do &#039;&#039;&#039;not&#039;&#039;&#039; have a built-in pump, which means they will not circulate coolant without an external pump.&lt;br /&gt;
&lt;br /&gt;
==== Belt addons ====&lt;br /&gt;
Belt drives are not required to build a functioning engine, and can be replaced by a second clutch. There are a number of components that can be attached to a belt drive:&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;starter motor&#039;&#039;&#039; is a small electric motor used to start the engine. It can reach up to 5 RPS.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;alternator&#039;&#039;&#039; is a small generator. It is extremely inefficient compared to [[Generator]]&amp;lt;nowiki/&amp;gt;s.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;belt pump&#039;&#039;&#039; is a small pump with an inconveniently placed fluid input. It isn&#039;t very powerful or efficient, but is commonly used to circulate coolant in extremely small engines.&lt;br /&gt;
[[Category:Engine]]&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=ECU&amp;diff=533</id>
		<title>ECU</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=ECU&amp;diff=533"/>
		<updated>2026-08-22T20:57:35Z</updated>

		<summary type="html">&lt;p&gt;Remou: Added ecu page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Engine Control Unit (ECU) is any microcontroller used to control an [[Engines|Engine]], usually a [[Modular engine]].&lt;br /&gt;
&lt;br /&gt;
Engine throttle is often controlled using a [[PID Controllers|PID Controller]], although other controllers may be used if desired.&lt;br /&gt;
&lt;br /&gt;
=== Modular Engines ===&lt;br /&gt;
A modular engine ECU automatically calculates the required air and fuel throttle values, as controlling the starter motor and sometimes also the clutch.&lt;br /&gt;
&lt;br /&gt;
For non-[[Modular engine#Supercharging|Supercharged]] engines, the fuel throttle must always be half of the air throttle. The function &amp;lt;code&amp;gt;f(x) = clamp(x/2, 0, 0.5)&amp;lt;/code&amp;gt;can be used for this purpose.&lt;br /&gt;
&lt;br /&gt;
Supercharged engines require fuel throttle to be dynamically calculated, such that the air to fuel ratio remains the same.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many ECUs have automatic shut off systems to prevent the engine from overheating.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Modular_engine&amp;diff=532</id>
		<title>Modular engine</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Modular_engine&amp;diff=532"/>
		<updated>2026-08-22T20:48:11Z</updated>

		<summary type="html">&lt;p&gt;Remou: Added section on supercharging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modular engines are an advanced engine type. They offer more fuel efficiency and power than prefab engines, but are more complex.&lt;br /&gt;
&lt;br /&gt;
=== Supercharging ===&lt;br /&gt;
Supercharging is the process of increasing air pressure inside of an engine using a pump, most commonly a large electric pump. This can increase power generation by as much as 80%.&lt;br /&gt;
&lt;br /&gt;
When supercharging an engine, its air to fuel ratio will be affected. Most engine control units from the workshop can handle this automatically, but if you are using a custom ECU, it might be an issue.&lt;br /&gt;
&lt;br /&gt;
Turbocharging is not directly possible, but a similar effect can be achieved by using an impeller pump.&lt;br /&gt;
&lt;br /&gt;
=== The simplest engine possible COLLAPSE! ===&lt;br /&gt;
[[File:Mini modular engine.jpg|alt=A modular engine with one cylinder and no cooling. It is equipped with only a fuel manifold, an air manifold, an exhaust manifold, and a clutch.|thumb|The smallest engine possible. It would overheat if it had more fuel.]]&lt;br /&gt;
Because a modular engine doesn&#039;t actually need a lot to function, we can create the tiniest engine possible using just a few parts. &lt;br /&gt;
&lt;br /&gt;
You will need one of each:&lt;br /&gt;
&lt;br /&gt;
* Crankshaft&lt;br /&gt;
* Clutch&lt;br /&gt;
* Fuel manifold&lt;br /&gt;
* Air manifold&lt;br /&gt;
* Exhaust manifold&lt;br /&gt;
&lt;br /&gt;
As well as:&lt;br /&gt;
&lt;br /&gt;
* 2x fluid ports (any type) for air and exhaust&lt;br /&gt;
* Fuel tank&lt;br /&gt;
* Electric motor (for starting the engine)&lt;br /&gt;
* Some logic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Construct the engine by attaching all parts, starting with the crankshaft.&lt;br /&gt;
&lt;br /&gt;
Instead of a belt starter motor, an electric motor can be applied externally to start the engine.&lt;br /&gt;
&lt;br /&gt;
You can skip adding an ECU by setting a constant throttle of 0.5 fuel and 1.0 air.&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
==== Crankshaft ====&lt;br /&gt;
Crankshafts are the core of an engine. Cylinders can be attached to the outer surfaces, while other crankshafts can be attached in the front/back to form longer engines. &lt;br /&gt;
&lt;br /&gt;
Converters allow the usage of different crankshaft, cylinder, or flywheel sizes in one engine. &lt;br /&gt;
[[File:Crankshafts array.png|alt=All available crankshafts, from size 1x1x1 to 5x5x5|thumb|Crankshafts]]&lt;br /&gt;
There are 4 unique crankshaft components and two converters.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that crankshafts do have resistance, so it is more efficient to minimize the amount of unnecessary crankshafts.&lt;br /&gt;
&lt;br /&gt;
==== Flywheel ====&lt;br /&gt;
A flywheel is an &#039;&#039;optional&#039;&#039; component that adds rotational inertia (or momentum) to the engine. This can help with stability and smoothness in some cases, and also help prevent stalling.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to add a flywheel if it isn&#039;t needed.&lt;br /&gt;
&lt;br /&gt;
==== Cylinder ====&lt;br /&gt;
Cylinders allow for fuel and oxygen to combust. Large cylinders function in the same way as small ones, the only difference being dramatically increased fuel consumption and power output. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Cylinder&lt;br /&gt;
!Effective Power&lt;br /&gt;
|-&lt;br /&gt;
|1x1x1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|3x3x3&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|5x5x5&lt;br /&gt;
|125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Clutch ====&lt;br /&gt;
A modular engine clutch allows for mechanical power (RPS) to exit the engine.&lt;br /&gt;
&lt;br /&gt;
The engagement of the clutch follows &amp;lt;code&amp;gt;x^3&amp;lt;/code&amp;gt;, where X is the input. Meaning the amount of power transferred does not linearly correlate to the input to the clutch.&lt;br /&gt;
And instead follows the curve shown by the graph below.&lt;br /&gt;
&lt;br /&gt;
[[File:Modular engine clutch engagement.png|thumb|Graph of clutch input to torque transfer]]&lt;br /&gt;
&lt;br /&gt;
This non-linearity can be corrected for by feeding the input to the clutch through a function block with the function &amp;lt;code&amp;gt;x^(1/3)&amp;lt;/code&amp;gt; first to compensate.&lt;br /&gt;
&lt;br /&gt;
NOTE: Engaging the clutch too early or too suddenly can prevent the engine from starting by continuously stalling it.&lt;br /&gt;
&lt;br /&gt;
==== Manifolds ====&lt;br /&gt;
There are four manifold types:&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Fuel&#039;&#039;&#039; manifold allows fuel to enter the engine. A fuel pump is never required.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Air&#039;&#039;&#039; manifold allows air to enter the engine. Adding a pump here is optional, but can increase power by up to 80%. It does, however, also increase heat generation and complicate the Air:Fuel ratio calculation.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Exhaust&#039;&#039;&#039; manifold allows exhaust gas to leave the engine.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Coolant&#039;&#039;&#039; manifold has two connections that allow coolant to enter and leave the engine. All coolant is shared throughout the entire engine, which means that a single coolant manifold can draw coolant from both outputs at the same time, provided the coolant enters the engine through another manifold. Coolant manifolds do &#039;&#039;&#039;not&#039;&#039;&#039; have a built-in pump, which means they will not circulate coolant without an external pump.&lt;br /&gt;
&lt;br /&gt;
==== Belt addons ====&lt;br /&gt;
Belt drives are not required to build a functioning engine, and can be replaced by a second clutch. There are a number of components that can be attached to a belt drive:&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;starter motor&#039;&#039;&#039; is a small electric motor used to start the engine. It can reach up to 5 RPS.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;alternator&#039;&#039;&#039; is a small generator. It is extremely inefficient compared to [[Generator]]&amp;lt;nowiki/&amp;gt;s.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;belt pump&#039;&#039;&#039; is a small pump with an inconveniently placed fluid input. It isn&#039;t very powerful or efficient, but is commonly used to circulate coolant in extremely small engines.&lt;br /&gt;
[[Category:Engine]]&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Units_of_Measurement&amp;diff=531</id>
		<title>Units of Measurement</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Units_of_Measurement&amp;diff=531"/>
		<updated>2026-08-22T20:01:15Z</updated>

		<summary type="html">&lt;p&gt;Remou: Added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Information ==&lt;br /&gt;
Stormworks: Build &amp;amp; Rescue has a lot of controversy and misconceptions regarding the units of measurements used within the game. Due to the nature of how the game was built; there is no consistency in cross-over with real-world measurements.&lt;br /&gt;
&lt;br /&gt;
=== Table of Units ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Unit of Measurement&lt;br /&gt;
!Shorthand&lt;br /&gt;
!Usecase&lt;br /&gt;
!Additional Information&lt;br /&gt;
|-&lt;br /&gt;
|Metres&lt;br /&gt;
|m&lt;br /&gt;
|Distance&lt;br /&gt;
|A block in the builder is 0.25 m, 4 blocks is a meter. Player is 7 blocks tall.&lt;br /&gt;
|-&lt;br /&gt;
|Metres Per Second&lt;br /&gt;
|m/s&lt;br /&gt;
|Speed&lt;br /&gt;
|The Speed sensors in game output the value in m/s. &lt;br /&gt;
|-&lt;br /&gt;
|Rotations Per Second&lt;br /&gt;
|RPS&lt;br /&gt;
|Engine Speed&lt;br /&gt;
|This is the default output value unit that both Prefab and Modular engines use to measure engine speed.&lt;br /&gt;
|-&lt;br /&gt;
|Litres&lt;br /&gt;
|L&lt;br /&gt;
|Fluid Volume&lt;br /&gt;
|This is the default output value unit for both modular and prefab fluid tanks.&lt;br /&gt;
|-&lt;br /&gt;
|Litres Per Second&lt;br /&gt;
|L/s&lt;br /&gt;
|Fluid Transfer Rate&lt;br /&gt;
|This is the default output value unit for various components when measuring the transfer of fluids through the component (manual fluid valve, fluid variable valve, etc).&lt;br /&gt;
|-&lt;br /&gt;
|Stormworks Mass Unit&lt;br /&gt;
|SWMU&lt;br /&gt;
|Weight&lt;br /&gt;
|This is what the game measures weight in, displayed when hovering over the &amp;quot;Spawn&amp;quot; button in workshop.&lt;br /&gt;
|-&lt;br /&gt;
|Swatts&lt;br /&gt;
|sW&lt;br /&gt;
|Electricity&lt;br /&gt;
|This is the measure of power stored within batteries in Stormworks.&lt;br /&gt;
|-&lt;br /&gt;
|Swatts per Second&lt;br /&gt;
|sW/s&lt;br /&gt;
|Electricity Rate&lt;br /&gt;
|This is the measure of power consumption or production in Stormworks. This is the output unit of the generator components.&lt;br /&gt;
|-&lt;br /&gt;
|Celsius&lt;br /&gt;
|°C&lt;br /&gt;
|Temperature&lt;br /&gt;
|This is the measure of temperature.&lt;br /&gt;
|-&lt;br /&gt;
|Radiation&lt;br /&gt;
|Rad/RU&lt;br /&gt;
|Radiation&lt;br /&gt;
|The output from the radiation sensor. Arbitrary. 2 Rad&#039;s will severely impact the player; 8 Rad&#039;s will impact the player in a hazmat suit.&lt;br /&gt;
|-&lt;br /&gt;
|Torque&lt;br /&gt;
|&lt;br /&gt;
|Inertia&lt;br /&gt;
|The Torque Sensor does not measure Torque. Instead, it measures the inertia (how hard it is to move) of a connected system. This can be seen by the fact that the output doesn&#039;t change when an engine is off vs. on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Volume and Fluids ===&lt;br /&gt;
The volume calculations in Stormworks are physically accurate. Since a single block is 25×25×25cm, each block holds exactly 15.625 L of fluid. The [[Fluid Tank|Fluid Tanks]] also adhere to this:&lt;br /&gt;
&lt;br /&gt;
* Small tank: 1×1×2 = 31.25 L&lt;br /&gt;
* Medium tank: 2×2×3 = 187.50 L&lt;br /&gt;
* Large tank: 3×3×5 = 703.125 L&lt;br /&gt;
&lt;br /&gt;
=== Mass ===&lt;br /&gt;
The mass unit in particular has some unique quirks attached to it. &lt;br /&gt;
&lt;br /&gt;
* All liquids have a mass of 0.1 SWMU/L, unless they are in a custom tank. Liquids inside of Custom tanks instead weigh 0.2 SWMU/L. See trivia.&lt;br /&gt;
* Gasses have no mass.&lt;br /&gt;
* Players and NPCs weigh 70 mass, unless they are in a seat. Seated characters have no mass.&lt;br /&gt;
* All items in a mineral hopper (both fish and minerals) weigh 1SWMU each.&lt;br /&gt;
&lt;br /&gt;
=== Swatts ===&lt;br /&gt;
All generators use swatts as their output unit. A [[generator]] at 1600sW/s will take exactly one second to fully charge a small [[battery]]. Electricity generation depends on generator size and rps.&lt;br /&gt;
&lt;br /&gt;
=== Trivia | Notes ===&lt;br /&gt;
&lt;br /&gt;
* Torque is a relatively arbitrary unit.&lt;br /&gt;
* There is no 1:1 with SWMU and any real world units of weight/mass. Doing so would result either in water being too light, or humans weighing 700 kg.&lt;br /&gt;
* Whilst there is no real life equivalence most units; the developers still use the Metric system for naming conventions a majority of the time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stormworks Technical Information]]&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Fluid_Tank&amp;diff=530</id>
		<title>Fluid Tank</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Fluid_Tank&amp;diff=530"/>
		<updated>2026-08-22T20:00:48Z</updated>

		<summary type="html">&lt;p&gt;Remou: Added fluid tank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fluid tanks.png|alt=All three fluid tanks, small, medium, and large.|thumb|Fluid tank sizes]]&lt;br /&gt;
Fluid tanks are [[Fluid Systems|Fluid System]] components used to store liquids and gases. &lt;br /&gt;
&lt;br /&gt;
The maximum amount of fluid stored in each is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small tank:&#039;&#039;&#039; 31.25 L&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium tank:&#039;&#039;&#039; 187.50 L&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large tank:&#039;&#039;&#039; 703.125 L&lt;br /&gt;
&lt;br /&gt;
==== Density ====&lt;br /&gt;
Gases do not have any mass.&lt;br /&gt;
&lt;br /&gt;
Liquids stored in a fluid tank weigh 0.1 [[Units of Measurement|SWMU]] per litre. Liquids stored in custom tanks instead weigh twice as much (0.2 SWMU per litre).&lt;br /&gt;
&lt;br /&gt;
The official reasoning for this behaviour is to make ballast tanks more impactful.&lt;br /&gt;
&lt;br /&gt;
==== Gravity ====&lt;br /&gt;
Due to a maths error, gravity is incorrectly applied to liquids. Liquids do not add inertia to a vehicle, but gravity is calculated regardless. This leads to vehicles falling faster than they should when carrying large amounts of liquid.&lt;br /&gt;
&lt;br /&gt;
This affects all types of fluid tank.&lt;br /&gt;
&lt;br /&gt;
=== Custom fluid tanks ===&lt;br /&gt;
Any completely sealed room can be used to store fluids. A liquid meter is not required.&lt;br /&gt;
&lt;br /&gt;
Note: Custom tanks can fail to spawn correctly due to the [[Drag glitch|Drag glitch.]]&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:Fluid_tanks.png&amp;diff=529</id>
		<title>File:Fluid tanks.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:Fluid_tanks.png&amp;diff=529"/>
		<updated>2026-08-22T19:50:34Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image showcasing all three fluid tanks&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Generator&amp;diff=528</id>
		<title>Generator</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Generator&amp;diff=528"/>
		<updated>2026-08-22T19:47:49Z</updated>

		<summary type="html">&lt;p&gt;Remou: Added generator page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Generators.png|alt=All three generator components: small, medium, and large.|thumb|The different generator components.]]&lt;br /&gt;
Generators are components used to generate electricity using mechanical power.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;RPS&amp;quot; node is used to provide mechanical power to be consumed. The &amp;quot;Output&amp;quot; node displays the amount of electricity generated, measured in [[Units of Measurement#Swatts|sWatts]].&lt;br /&gt;
&lt;br /&gt;
=== Efficiency ===&lt;br /&gt;
Generators are only ~50% effective at converting mechanical power to electricity (when compared to the electricity used by a motor). This makes them unsuitable for diesel-electric drive systems.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:Generators.png&amp;diff=527</id>
		<title>File:Generators.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:Generators.png&amp;diff=527"/>
		<updated>2026-08-22T19:41:45Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shows all three generator components.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Units_of_Measurement&amp;diff=526</id>
		<title>Units of Measurement</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Units_of_Measurement&amp;diff=526"/>
		<updated>2026-08-22T19:40:33Z</updated>

		<summary type="html">&lt;p&gt;Remou: Added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Information ==&lt;br /&gt;
Stormworks: Build &amp;amp; Rescue has a lot of controversy and misconceptions regarding the units of measurements used within the game. Due to the nature of how the game was built; there is no consistency in cross-over with real-world measurements.&lt;br /&gt;
&lt;br /&gt;
=== Table of Units ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Unit of Measurement&lt;br /&gt;
!Shorthand&lt;br /&gt;
!Usecase&lt;br /&gt;
!Additional Information&lt;br /&gt;
|-&lt;br /&gt;
|Metres&lt;br /&gt;
|m&lt;br /&gt;
|Distance&lt;br /&gt;
|A block in the builder is 0.25 m, 4 blocks is a meter. Player is 7 blocks tall.&lt;br /&gt;
|-&lt;br /&gt;
|Metres Per Second&lt;br /&gt;
|m/s&lt;br /&gt;
|Speed&lt;br /&gt;
|The Speed sensors in game output the value in m/s. &lt;br /&gt;
|-&lt;br /&gt;
|Rotations Per Second&lt;br /&gt;
|RPS&lt;br /&gt;
|Engine Speed&lt;br /&gt;
|This is the default output value unit that both Prefab and Modular engines use to measure engine speed.&lt;br /&gt;
|-&lt;br /&gt;
|Litres&lt;br /&gt;
|L&lt;br /&gt;
|Fluid Volume&lt;br /&gt;
|This is the default output value unit for both modular and prefab fluid tanks.&lt;br /&gt;
|-&lt;br /&gt;
|Litres Per Second&lt;br /&gt;
|L/s&lt;br /&gt;
|Fluid Transfer Rate&lt;br /&gt;
|This is the default output value unit for various components when measuring the transfer of fluids through the component (manual fluid valve, fluid variable valve, etc).&lt;br /&gt;
|-&lt;br /&gt;
|Stormworks Mass Unit&lt;br /&gt;
|SWMU&lt;br /&gt;
|Weight&lt;br /&gt;
|This is what the game measures weight in, displayed when hovering over the &amp;quot;Spawn&amp;quot; button in workshop.&lt;br /&gt;
|-&lt;br /&gt;
|Swatts&lt;br /&gt;
|sW&lt;br /&gt;
|Electricity&lt;br /&gt;
|This is the measure of power stored within batteries in Stormworks.&lt;br /&gt;
|-&lt;br /&gt;
|Swatts per Second&lt;br /&gt;
|sW/s&lt;br /&gt;
|Electricity Rate&lt;br /&gt;
|This is the measure of power consumption or production in Stormworks. This is the output unit of the generator components.&lt;br /&gt;
|-&lt;br /&gt;
|Celsius&lt;br /&gt;
|°C&lt;br /&gt;
|Temperature&lt;br /&gt;
|This is the measure of temperature.&lt;br /&gt;
|-&lt;br /&gt;
|Radiation&lt;br /&gt;
|Rad/RU&lt;br /&gt;
|Radiation&lt;br /&gt;
|The output from the radiation sensor. Arbitrary. 2 Rad&#039;s will severely impact the player; 8 Rad&#039;s will impact the player in a hazmat suit.&lt;br /&gt;
|-&lt;br /&gt;
|Torque&lt;br /&gt;
|&lt;br /&gt;
|Inertia&lt;br /&gt;
|The Torque Sensor does not measure Torque. Instead, it measures the inertia (how hard it is to move) of a connected system. This can be seen by the fact that the output doesn&#039;t change when an engine is off vs. on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Volume and Fluids ===&lt;br /&gt;
The volume calculations in Stormworks are physically accurate. Since a single block is 25×25×25cm, each block holds exactly 15.625 L of fluid. The fluid tanks also adhere to this:&lt;br /&gt;
&lt;br /&gt;
* Small tank: 1×1×2 = 31.25 L&lt;br /&gt;
* Medium tank: 2×2×3 = 187.50 L&lt;br /&gt;
* Large tank: 3×3×5 = 703.125 L&lt;br /&gt;
&lt;br /&gt;
=== Mass ===&lt;br /&gt;
The mass unit in particular has some unique quirks attached to it. &lt;br /&gt;
&lt;br /&gt;
* All liquids have a mass of 0.1 SWMU/L, unless they are in a custom tank. Liquids inside of Custom tanks instead weigh 0.2 SWMU/L. See trivia.&lt;br /&gt;
* Gasses have no mass.&lt;br /&gt;
* Players and NPCs weigh 70 mass, unless they are in a seat. Seated characters have no mass.&lt;br /&gt;
* All items in a mineral hopper (both fish and minerals) weigh 1SWMU each.&lt;br /&gt;
&lt;br /&gt;
=== Swatts ===&lt;br /&gt;
All generators use swatts as their output unit. A [[generator]] at 1600sW/s will take exactly one second to fully charge a small [[battery]]. Electricity generation depends on generator size and rps.&lt;br /&gt;
&lt;br /&gt;
=== Trivia | Notes ===&lt;br /&gt;
&lt;br /&gt;
* Torque is a relatively arbitrary unit.&lt;br /&gt;
* There is no 1:1 with SWMU and any real world units of weight/mass. Doing so would result either in water being too light, or humans weighing 700 kg.&lt;br /&gt;
* Whilst there is no real life equivalence most units; the developers still use the Metric system for naming conventions a majority of the time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stormworks Technical Information]]&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Battery&amp;diff=525</id>
		<title>Battery</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Battery&amp;diff=525"/>
		<updated>2026-08-22T19:39:22Z</updated>

		<summary type="html">&lt;p&gt;Remou: Added battery page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Batteries are components used store electricity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They are available in three sizes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small battery:&#039;&#039;&#039; 1x1x2 (1600 sWatts)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium battery:&#039;&#039;&#039; 2x2x3 (12800 sWatts)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large battery:&#039;&#039;&#039; 5x5x7 (256000 sWatts)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Capacity is measured in [[Units of Measurement#Swatts|sWatts]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
up to 10 sWatts of &amp;quot;residual energy&amp;quot; might be kept by generators, solar cells, breakers, relays and all similar components, and hardpoint connectors can store 300 sWatts.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Units_of_Measurement&amp;diff=524</id>
		<title>Units of Measurement</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Units_of_Measurement&amp;diff=524"/>
		<updated>2026-08-22T19:11:43Z</updated>

		<summary type="html">&lt;p&gt;Remou: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Information ==&lt;br /&gt;
Stormworks: Build &amp;amp; Rescue has a lot of controversy and misconceptions regarding the units of measurements used within the game. Due to the nature of how the game was built; there is no consistency in cross-over with real-world measurements.&lt;br /&gt;
&lt;br /&gt;
=== Table of Units ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Unit of Measurement&lt;br /&gt;
!Shorthand&lt;br /&gt;
!Usecase&lt;br /&gt;
!Additional Information&lt;br /&gt;
|-&lt;br /&gt;
|Metres&lt;br /&gt;
|m&lt;br /&gt;
|Distance&lt;br /&gt;
|A block in the builder is 0.25 m, 4 blocks is a meter. Player is 7 blocks tall.&lt;br /&gt;
|-&lt;br /&gt;
|Metres Per Second&lt;br /&gt;
|m/s&lt;br /&gt;
|Speed&lt;br /&gt;
|The Speed sensors in game output the value in m/s. &lt;br /&gt;
|-&lt;br /&gt;
|Rotations Per Second&lt;br /&gt;
|RPS&lt;br /&gt;
|Engine Speed&lt;br /&gt;
|This is the default output value unit that both Prefab and Modular engines use to measure engine speed.&lt;br /&gt;
|-&lt;br /&gt;
|Litres&lt;br /&gt;
|L&lt;br /&gt;
|Fluid Volume&lt;br /&gt;
|This is the default output value unit for both modular and prefab fluid tanks.&lt;br /&gt;
|-&lt;br /&gt;
|Litres Per Second&lt;br /&gt;
|L/s&lt;br /&gt;
|Fluid Transfer Rate&lt;br /&gt;
|This is the default output value unit for various components when measuring the transfer of fluids through the component (manual fluid valve, fluid variable valve, etc).&lt;br /&gt;
|-&lt;br /&gt;
|Stormworks Mass Unit&lt;br /&gt;
|SWMU&lt;br /&gt;
|Weight&lt;br /&gt;
|This is what the game measures weight in, displayed when hovering over the &amp;quot;Spawn&amp;quot; button in workshop.&lt;br /&gt;
|-&lt;br /&gt;
|Swatts&lt;br /&gt;
|sW&lt;br /&gt;
|Electricity&lt;br /&gt;
|This is the measure of power stored within batteries in Stormworks.&lt;br /&gt;
|-&lt;br /&gt;
|Swatts per Second&lt;br /&gt;
|sW/s&lt;br /&gt;
|Electricity Rate&lt;br /&gt;
|This is the measure of power consumption or production in Stormworks. This is the output unit of the generator components.&lt;br /&gt;
|-&lt;br /&gt;
|Celsius&lt;br /&gt;
|°C&lt;br /&gt;
|Temperature&lt;br /&gt;
|This is the measure of temperature.&lt;br /&gt;
|-&lt;br /&gt;
|Radiation&lt;br /&gt;
|Rad/RU&lt;br /&gt;
|Radiation&lt;br /&gt;
|The output from the radiation sensor. Arbitrary. 2 Rad&#039;s will severely impact the player; 8 Rad&#039;s will impact the player in a hazmat suit.&lt;br /&gt;
|-&lt;br /&gt;
|Torque&lt;br /&gt;
|&lt;br /&gt;
|Inertia&lt;br /&gt;
|The Torque Sensor does not measure Torque. Instead, it measures the inertia (how hard it is to move) of a connected system. This can be seen by the fact that the output doesn&#039;t change when an engine is off vs. on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Volume and Fluids ===&lt;br /&gt;
The volume calculations in Stormworks are physically accurate. Since a single block is 25×25×25cm, each block holds exactly 15.625 L of fluid. The fluid tanks also adhere to this:&lt;br /&gt;
&lt;br /&gt;
* Small tank: 1×1×2 = 31.25 L&lt;br /&gt;
* Medium tank: 2×2×3 = 187.50 L&lt;br /&gt;
* Large tank: 3×3×5 = 703.125 L&lt;br /&gt;
&lt;br /&gt;
=== Mass ===&lt;br /&gt;
The mass unit in particular has some unique quirks attached to it. &lt;br /&gt;
&lt;br /&gt;
* All liquids have a mass of 0.1 SWMU/L, unless they are in a custom tank. Liquids inside of Custom tanks instead weigh 0.2 SWMU/L. See trivia.&lt;br /&gt;
* Gasses have no mass.&lt;br /&gt;
* Players and NPCs weigh 70 mass, unless they are in a seat. Seated characters have no mass.&lt;br /&gt;
* All items in a mineral hopper (both fish and minerals) weigh 1SWMU each.&lt;br /&gt;
&lt;br /&gt;
=== Swatts ===&lt;br /&gt;
All generators use swatts as their output unit. A generator at 1600sW/s will take exactly one second to fully charge a small battery. Electricity generation depends on generator size and rps.&lt;br /&gt;
&lt;br /&gt;
The capacities for most components are known:&lt;br /&gt;
&lt;br /&gt;
* up to 10 swatts of &amp;quot;residual energy&amp;quot; might be kept by generators, solar cells, breakers, relays and all similar components&lt;br /&gt;
* 300 swatts for hardpoint connector&lt;br /&gt;
* 1600 swatts for small battery&lt;br /&gt;
* 12800 swatts for medium battery&lt;br /&gt;
* 256000 swatts for large battery &lt;br /&gt;
&lt;br /&gt;
=== Trivia | Notes ===&lt;br /&gt;
&lt;br /&gt;
* Torque is a relatively arbitrary unit.&lt;br /&gt;
* There is no 1:1 with SWMU and any real world units of weight/mass. Doing so would result either in water being too light, or humans weighing 700 kg.&lt;br /&gt;
* Whilst there is no real life equivalence most units; the developers still use the Metric system for naming conventions a majority of the time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stormworks Technical Information]]&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Workbenches&amp;diff=523</id>
		<title>Workbenches</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Workbenches&amp;diff=523"/>
		<updated>2026-08-22T19:05:23Z</updated>

		<summary type="html">&lt;p&gt;Remou: Added workbench page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Workbenches are static objects used to edit, spawn, and despawn vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Static workbenches ===&lt;br /&gt;
A few workbenches are static, and can be used to create buildings. Only the main subgrid will be static, all others are fully simulated.&lt;br /&gt;
&lt;br /&gt;
Static vehicles cause less lag than regular vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Hotkeys ===&lt;br /&gt;
A variety of hotkeys can be used in the editor to speed up building.&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
• X - toggle remove/add modes&lt;br /&gt;
&lt;br /&gt;
• Ctrl+LMB - copy pointed component&lt;br /&gt;
&lt;br /&gt;
• Ctrl+LMB - copy pointed color (only for Paint tool)&lt;br /&gt;
&lt;br /&gt;
• Ctrl+LMB - create selection for pointed component (only for Selection tool)&lt;br /&gt;
&lt;br /&gt;
• Shift+LMB - expand selection to include pointed component (only for Selection tool)&lt;br /&gt;
&lt;br /&gt;
• Ctrl+Z - undo&lt;br /&gt;
&lt;br /&gt;
• Ctrl+Y or Ctrl+Shift+Z - redo&lt;br /&gt;
&lt;br /&gt;
• Shift - changing drag plane when adding blocks&lt;br /&gt;
&lt;br /&gt;
• U,I,O - block flipping (mirroring)&lt;br /&gt;
&lt;br /&gt;
• J,K,L - block rotating&lt;br /&gt;
&lt;br /&gt;
• Enter - spawn a vehicle&lt;br /&gt;
&lt;br /&gt;
• P - toggle rotation controls hint&lt;br /&gt;
&lt;br /&gt;
• F - focus on block you&#039;re hovering over (only applies to orbit mode camera)&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
While selecting an item from any list, you can search for an item using the keyboard rather than selecting it using the mouse. This is especially useful for microcontrollers.&lt;br /&gt;
&lt;br /&gt;
=== Sizes COLLAPSE! ===&lt;br /&gt;
Workbenches come in a set of pre-defined sizes, found in different parts of the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small dock:&#039;&#039;&#039; 14.25m x 6.75m x 6.75m&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium dock:&#039;&#039;&#039; 56.75m x 21.75m x 19.75m (also used for the train depot at FJ Warner)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small hangar:&#039;&#039;&#039; 17.75m x 15.75m x 5.25m&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium hangar:&#039;&#039;&#039; 34.25m x 35.75m x 9.25m&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Train depot:&#039;&#039;&#039; 24.25m x 4.25m x 5.25m&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium static:&#039;&#039;&#039; 70m x 50m x 40m (used for the oil rig)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small static:&#039;&#039;&#039; 36.5m x 36.5m x 20.5m (used for small islands)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Submarine static:&#039;&#039;&#039; 50m x 45m x 20.5m&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(length x width x height)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer COLLAPSE! ===&lt;br /&gt;
When the host player enters the workbench editor, TPS drops to 30 for all players, leading to &amp;quot;slow motion&amp;quot; physics. This does not affect dedicated servers.&lt;br /&gt;
&lt;br /&gt;
While a vehicle is being loaded, the game may slow down for a short time.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Kinetics&amp;diff=522</id>
		<title>Kinetics</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Kinetics&amp;diff=522"/>
		<updated>2026-08-22T18:31:19Z</updated>

		<summary type="html">&lt;p&gt;Remou: Added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page includes a list of every part that interacts with torque (RPS) in some way&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Producers&#039;&#039;&#039;&lt;br /&gt;
** [[Prefab engine|Prefab diesel engines]]&lt;br /&gt;
** [[Modular engine|Modular diesel engines]]&lt;br /&gt;
** Medium turbine&lt;br /&gt;
** Steam turbine&lt;br /&gt;
** Steam piston&lt;br /&gt;
** Electric motor&lt;br /&gt;
** Hand crank&lt;br /&gt;
* &#039;&#039;&#039;Modifiers&#039;&#039;&#039;&lt;br /&gt;
** [[Clutch]]&lt;br /&gt;
**[[Gearbox]]&lt;br /&gt;
** [[Modular engine#Flywheel|Flywheel]]&lt;br /&gt;
* &#039;&#039;&#039;Consumers&#039;&#039;&#039;&lt;br /&gt;
** Propeller&lt;br /&gt;
** Pitchable propeller&lt;br /&gt;
** Aircraft propeller&lt;br /&gt;
** Rotors&lt;br /&gt;
** Generators&lt;br /&gt;
** Wheels&lt;br /&gt;
** Tank tracks&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Clutch&amp;diff=521</id>
		<title>Clutch</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Clutch&amp;diff=521"/>
		<updated>2026-08-22T18:27:42Z</updated>

		<summary type="html">&lt;p&gt;Remou: Added clutch page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clutches are components used to connect and disconnect two mechanical systems.&lt;br /&gt;
&lt;br /&gt;
The clutch component measures 2x1x1 and has two power nodes labelled &amp;quot;RPS A&amp;quot; and &amp;quot;RPS B&amp;quot;. Both sides are identical, meaning a clutch cannot be installed &amp;quot;backwards&amp;quot; by accident. The &amp;quot;Clutch Pressure&amp;quot; number input controls how much power is allowed to be transmitted between both sides.&lt;br /&gt;
&lt;br /&gt;
A clutch without electricity will disconnect as though pressure was set to 0.&lt;br /&gt;
&lt;br /&gt;
=== Modular engine clutch ===&lt;br /&gt;
Clutches for modular engines behave differently to regular clutch components. For more information, see the section in the [[Modular engine]] article.&lt;br /&gt;
&lt;br /&gt;
=== Power transmission ===&lt;br /&gt;
&#039;&#039;TODO: needs verification&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clutches do not transmit power linearly. That means, an input of e.g. 0.3 will not transmit 30% of all power, but instead approximately 2% of power.&lt;br /&gt;
&lt;br /&gt;
The real transfer rate is roughly cubic, meaning a function &amp;lt;code&amp;gt;f(x) = x^(1/3)&amp;lt;/code&amp;gt; allows a clutch to be used linearly.&lt;br /&gt;
&lt;br /&gt;
=== Slipping ===&lt;br /&gt;
A partially engaged clutch will slip, meaning both sides will move at different speeds. Slipping clutches have a known bug that causes significantly more power to be delivered than the amount that is actually being produced by the engine, often leading to vehicles achieving higher speeds when the clutch is only partially engaged. This effect is mostly seen around 0.8 clutch pressure, although it is noticeable as early as 0.6.&lt;br /&gt;
&lt;br /&gt;
This bug affects both regular and modular engine clutches. Modular engine clutches, uniquely, have access to flywheels, which can multiply the power gained.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Gearbox&amp;diff=520</id>
		<title>Gearbox</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Gearbox&amp;diff=520"/>
		<updated>2026-08-20T19:24:09Z</updated>

		<summary type="html">&lt;p&gt;Remou: Created gearbox page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gearboxes are devices used to change the speed, torque, or direction of rotation in a machine.&lt;br /&gt;
&lt;br /&gt;
=== Direction ===&lt;br /&gt;
[[File:Gearbox direction.png|thumb|Top: RPS is doubled from 19 to 38 RPS. Bottom: RPS is halved from 20 to 10. Both gearboxes are set to 2:1.]]&lt;br /&gt;
The direction of the gearbox component determines whether the gear &#039;&#039;increases&#039;&#039; or &#039;&#039;decreases&#039;&#039; speed. Using the blue triangle visible on the model as a guide, pointing the triangle &amp;quot;towards the engine&amp;quot; will increase speed while reducing torque, and pointing the arrow &amp;quot;away from the engine&amp;quot; will reduce speed while providing more torque. Gear reductions are frequently used in cars during lower gears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The exact multipliers for speed and torque are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Ratio&lt;br /&gt;
!Speed&lt;br /&gt;
!Torque&lt;br /&gt;
|-&lt;br /&gt;
| -1:1&lt;br /&gt;
|x-1.0&lt;br /&gt;
|x1.0&lt;br /&gt;
|-&lt;br /&gt;
|1:1&lt;br /&gt;
|x1.0&lt;br /&gt;
|x1.0&lt;br /&gt;
|-&lt;br /&gt;
|6:5&lt;br /&gt;
|x1.2&lt;br /&gt;
|x0.83&lt;br /&gt;
|-&lt;br /&gt;
|3:2&lt;br /&gt;
|x1.5&lt;br /&gt;
|x0.67&lt;br /&gt;
|-&lt;br /&gt;
|9:5&lt;br /&gt;
|x1.8&lt;br /&gt;
|x0.56&lt;br /&gt;
|-&lt;br /&gt;
|2:1&lt;br /&gt;
|x2.0&lt;br /&gt;
|x0.50&lt;br /&gt;
|-&lt;br /&gt;
|5:2&lt;br /&gt;
|x2.5&lt;br /&gt;
|x0.40&lt;br /&gt;
|-&lt;br /&gt;
|3:1&lt;br /&gt;
|x3.0&lt;br /&gt;
|x0.33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sizes ===&lt;br /&gt;
[[File:Gearbox deprecated.png|thumb|Gearbox 1x2x2 (deprecated)]]&lt;br /&gt;
There are four different sizes for gearboxes: 1x1, 3x3x2, 5x5x3, and 1x2x2.&lt;br /&gt;
&lt;br /&gt;
All gearbox types, however, share the same behaviour. It used to be the case that a large gearbox was required for especially powerful vehicles, although this is no longer the case. You can safely use a 1x1x1 gearbox for anything.&lt;br /&gt;
&lt;br /&gt;
The 1x2x2 gearbox is deprecated and can no longer be found in the inventory, although it is still usable and frequently found on older vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Misconceptions ===&lt;br /&gt;
&#039;&#039;&#039;Power loss:&#039;&#039;&#039; Gearboxes do not lose 5% of all power that runs through them. They lose none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; Gearboxes do not make every vehicle faster. Sometimes, you might need to chose a slower gear. The primary limit for vehicle speed is engine power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fastest ratio:&#039;&#039;&#039; The strongest ratio is 3:1, although many engines cannot output enough power to sustain this. If you aren&#039;t sure which ratio to use, try all of them.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:Gearbox_deprecated.png&amp;diff=519</id>
		<title>File:Gearbox deprecated.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:Gearbox_deprecated.png&amp;diff=519"/>
		<updated>2026-08-20T19:18:51Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The deprecated 1x2x2 gearbox&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:Gearbox_direction.png&amp;diff=518</id>
		<title>File:Gearbox direction.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:Gearbox_direction.png&amp;diff=518"/>
		<updated>2026-08-20T19:05:45Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Two gearboxes in opposite direction, showcasing the directionality of gear ratios.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Modular_engine&amp;diff=517</id>
		<title>Modular engine</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Modular_engine&amp;diff=517"/>
		<updated>2026-08-11T16:43:50Z</updated>

		<summary type="html">&lt;p&gt;Remou: It is so tiny&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== The simplest engine possible COLLAPSE! ===&lt;br /&gt;
[[File:Mini modular engine.jpg|alt=A modular engine with one cylinder and no cooling. It is equipped with only a fuel manifold, an air manifold, an exhaust manifold, and a clutch.|thumb|The smallest engine possible. It would overheat if it had more fuel.]]&lt;br /&gt;
Because a modular engine doesn&#039;t actually need a lot to function, we can create the tiniest engine possible using just a few parts. &lt;br /&gt;
&lt;br /&gt;
You will need one of each:&lt;br /&gt;
&lt;br /&gt;
* Crankshaft&lt;br /&gt;
* Clutch&lt;br /&gt;
* Fuel manifold&lt;br /&gt;
* Air manifold&lt;br /&gt;
* Exhaust manifold&lt;br /&gt;
&lt;br /&gt;
As well as:&lt;br /&gt;
&lt;br /&gt;
* 2x fluid ports (any type) for air and exhaust&lt;br /&gt;
* Fuel tank&lt;br /&gt;
* Electric motor (for starting the engine)&lt;br /&gt;
* Some logic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Construct the engine by attaching all parts, starting with the crankshaft.&lt;br /&gt;
&lt;br /&gt;
Instead of a belt starter motor, an electric motor can be applied externally to start the engine.&lt;br /&gt;
&lt;br /&gt;
You can skip adding an ECU by setting a constant throttle of 0.5 fuel and 1.0 air.&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
==== Crankshaft ====&lt;br /&gt;
Crankshafts are the core of an engine. Cylinders can be attached to the outer surfaces, while other crankshafts can be attached in the front/back to form longer engines. &lt;br /&gt;
&lt;br /&gt;
Converters allow the usage of different crankshaft, cylinder, or flywheel sizes in one engine. &lt;br /&gt;
[[File:Crankshafts array.png|alt=All available crankshafts, from size 1x1x1 to 5x5x5|thumb|Crankshafts]]&lt;br /&gt;
There are 4 unique crankshaft components and two converters.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that crankshafts do have resistance, so it is more efficient to minimize the amount of unnecessary crankshafts.&lt;br /&gt;
&lt;br /&gt;
==== Flywheel ====&lt;br /&gt;
A flywheel is an &#039;&#039;optional&#039;&#039; component that adds rotational inertia (or momentum) to the engine. This can help with stability and smoothness in some cases, and also help prevent stalling.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to add a flywheel if it isn&#039;t needed.&lt;br /&gt;
&lt;br /&gt;
==== Cylinder ====&lt;br /&gt;
Cylinders allow for fuel and oxygen to combust. Large cylinders function in the same way as small ones, the only difference being dramatically increased fuel consumption and power output. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Cylinder&lt;br /&gt;
!Effective Power&lt;br /&gt;
|-&lt;br /&gt;
|1x1x1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|3x3x3&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|5x5x5&lt;br /&gt;
|125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Clutch ====&lt;br /&gt;
A modular engine clutch allows for mechanical power (RPS) to exit the engine.&lt;br /&gt;
&lt;br /&gt;
The engagement of the clutch follows &amp;lt;code&amp;gt;x^3&amp;lt;/code&amp;gt;, where X is the input. Meaning the amount of power transferred does not linearly correlate to the input to the clutch.&lt;br /&gt;
And instead follows the curve shown by the graph below.&lt;br /&gt;
&lt;br /&gt;
[[File:Modular engine clutch engagement.png|thumb|Graph of clutch input to torque transfer]]&lt;br /&gt;
&lt;br /&gt;
This non-linearity can be corrected for by feeding the input to the clutch through a function block with the function &amp;lt;code&amp;gt;x^(1/3)&amp;lt;/code&amp;gt; first to compensate.&lt;br /&gt;
&lt;br /&gt;
NOTE: Engaging the clutch too early or too suddenly can prevent the engine from starting by continuously stalling it.&lt;br /&gt;
&lt;br /&gt;
==== Manifolds ====&lt;br /&gt;
There are four manifold types:&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Fuel&#039;&#039;&#039; manifold allows fuel to enter the engine. A fuel pump is never required.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Air&#039;&#039;&#039; manifold allows air to enter the engine. Adding a pump here is optional, but can increase power by up to 80%. It does, however, also increase heat generation and complicate the Air:Fuel ratio calculation.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Exhaust&#039;&#039;&#039; manifold allows exhaust gas to leave the engine.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Coolant&#039;&#039;&#039; manifold has two connections that allow coolant to enter and leave the engine. All coolant is shared throughout the entire engine, which means that a single coolant manifold can draw coolant from both outputs at the same time, provided the coolant enters the engine through another manifold. Coolant manifolds do &#039;&#039;&#039;not&#039;&#039;&#039; have a built-in pump, which means they will not circulate coolant without an external pump.&lt;br /&gt;
&lt;br /&gt;
==== Belt addons ====&lt;br /&gt;
Belt drives are not required to build a functioning engine, and can be replaced by a second clutch. There are a number of components that can be attached to a belt drive:&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;starter motor&#039;&#039;&#039; is a small electric motor used to start the engine. It can reach up to 5 RPS.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;alternator&#039;&#039;&#039; is a small generator. It is extremely inefficient compared to [[Generator]]&amp;lt;nowiki/&amp;gt;s.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;belt pump&#039;&#039;&#039; is a small pump with an inconveniently placed fluid input. It isn&#039;t very powerful or efficient, but is commonly used to circulate coolant in extremely small engines.&lt;br /&gt;
[[Category:Engine]]&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:Mini_modular_engine.jpg&amp;diff=516</id>
		<title>File:Mini modular engine.jpg</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:Mini_modular_engine.jpg&amp;diff=516"/>
		<updated>2026-08-11T16:31:21Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A small modular engine without cooling&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Drag_glitch&amp;diff=515</id>
		<title>Drag glitch</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Drag_glitch&amp;diff=515"/>
		<updated>2026-08-11T16:17:24Z</updated>

		<summary type="html">&lt;p&gt;Remou: Created drag glitch page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;Drag glitch&amp;quot; is a long-standing issue in Stormworks&#039; vehicle simulation. It prevents drag, buoyancy, and custom tanks from being calculated on some parts of a vehicle.&lt;br /&gt;
&lt;br /&gt;
=== Symptoms ===&lt;br /&gt;
[[File:Drag glitch example.png|alt=A hollow cube submerged in water|thumb|A &#039;&#039;drag glitched&#039;&#039; cube cannot float.]]&lt;br /&gt;
The drag glitch will only ever apply to part of a vehicle. This is to say, there will always be at least some part of a vehicle unaffected by the glitch, even if that part is a singular block. The glitch also does not affect subgrids other than the one causing the glitch.&lt;br /&gt;
&lt;br /&gt;
There are three properties of a vehilcle affected:&lt;br /&gt;
&lt;br /&gt;
# Vehicle fails to float. The vehicle does not float, despite it having enough sealed volume to support itself. Even a completely unsealed vehicle normally has some small amount of buoyancy due to many components being slightly buoyant.&lt;br /&gt;
# Vehicle has little to no drag. The vehicle receives neither aerodynamic drag nor hydrodynamic drag.  Because this makes vehicles go faster, it is often used intentionally on some planes.&lt;br /&gt;
# Custom tanks fail to seal. Custom tanks are unable to form, and will not hold any fluid. Any fluid meter will read a negative value (the default for unsealed spaces).&lt;br /&gt;
&lt;br /&gt;
=== Cause ===&lt;br /&gt;
[[File:Drag Glitch example (2).png|alt=Two cubes floating in water.|thumb|The bottom cube (red) is glitched, the top cube (blue) is not. Both cubes are merged into one grid.]]&lt;br /&gt;
The drag glitch is caused by groups of blocks being physically separated, yet merged into one subgrid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During vehicle spawning, Stormworks will compute &#039;&#039;buoyancy surfaces.&#039;&#039; These are invisible shapes that are used to calculate buoyancy, as well as drag, sealed volumes, and tanks. This computation always starts at the oldest block placed and will spread to all adjacent surfaces. The oldest block, as well as all blocks directly connected to it, will not be affected by the glitch. All other blocks will be drag glitched.&amp;lt;!-- TODO: add example for buoyancy surfaces --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Solutions ===&lt;br /&gt;
The simplest solution to solving the glitch is to reconnect the glitched components to the rest of the subgrid. This can be done using regular blocks, wedges, or even pipes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Because the drag glitch does not traverse between subgrids, the separated part of the grid could also be split into its own subgrid using the &amp;lt;u&amp;gt;selection grid tool&amp;lt;/u&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:Drag_Glitch_example_(2).png&amp;diff=514</id>
		<title>File:Drag Glitch example (2).png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:Drag_Glitch_example_(2).png&amp;diff=514"/>
		<updated>2026-08-11T16:00:56Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Two cubes floating in water. The bottom cube is glitched, the top cube is not.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=File:Drag_glitch_example.png&amp;diff=513</id>
		<title>File:Drag glitch example.png</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=File:Drag_glitch_example.png&amp;diff=513"/>
		<updated>2026-08-11T15:47:01Z</updated>

		<summary type="html">&lt;p&gt;Remou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a hollow cube submerged in water instead of floating.&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
	<entry>
		<id>https://swwiki.net:443//index.php?title=Modular_engine&amp;diff=419</id>
		<title>Modular engine</title>
		<link rel="alternate" type="text/html" href="https://swwiki.net:443//index.php?title=Modular_engine&amp;diff=419"/>
		<updated>2026-05-27T16:25:03Z</updated>

		<summary type="html">&lt;p&gt;Remou: Add sections on the other components&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Components COLLAPSE! ===&lt;br /&gt;
&lt;br /&gt;
==== Crankshaft ====&lt;br /&gt;
Crankshafts are the core of an engine. Cylinders can be attached to the outer surfaces, while other crankshafts can be attached in the front/back to form longer engines. &lt;br /&gt;
&lt;br /&gt;
Converters allow the usage of different crankshaft, cylinder, or flywheel sizes in one engine. &lt;br /&gt;
[[File:Crankshafts array.png|alt=All available crankshafts, from size 1x1x1 to 5x5x5|thumb|Crankshafts]]&lt;br /&gt;
There are 4 unique crankshaft components and two converters.&lt;br /&gt;
&lt;br /&gt;
==== Flywheel ====&lt;br /&gt;
A flywheel is an &#039;&#039;optional&#039;&#039; component that adds mass to the engine. This can in some cases help with stability.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to add a flywheel if it isn&#039;t needed.&lt;br /&gt;
&lt;br /&gt;
==== Cylinder ====&lt;br /&gt;
Cylinders allow for fuel and oxygen to combust. Large cylinders function in the same way as small ones, the only difference being dramatically increased fuel consumption and power output. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Cylinder&lt;br /&gt;
!Effective Power&lt;br /&gt;
|-&lt;br /&gt;
|1x1x1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|3x3x3&lt;br /&gt;
|27&lt;br /&gt;
|-&lt;br /&gt;
|5x5x5&lt;br /&gt;
|125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Clutch ====&lt;br /&gt;
A modular engine clutch allows for mechanical power (RPS) to exit the engine. An input of 0.0 indicates a fully disengaged clutch, outputting no power. An input of 1.0 will fully engage the clutch.&lt;br /&gt;
&lt;br /&gt;
Differently than regular clutches, the power output starts immediately, rather than requiring an input of &amp;gt;0.3&lt;br /&gt;
&lt;br /&gt;
NOTE: Engaging the clutch too early can prevent the engine from starting by continuously stalling it.&lt;br /&gt;
&lt;br /&gt;
==== Manifolds ====&lt;br /&gt;
There are four manifold types:&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Fuel&#039;&#039;&#039; manifold allows fuel to enter the engine. A fuel pump is never required.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Air&#039;&#039;&#039; manifold allows air to enter the engine. Adding a pump here is optional, but can increase power by up to 80%. It does, however, also increase heat generation and complicate the Air:Fuel ratio calculation.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Exhaust&#039;&#039;&#039; manifold allows exhaust gas to leave the engine.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Coolant&#039;&#039;&#039; manifold has two connections that allow coolant to enter and leave the engine. All coolant is shared throughout the entire engine, which means that a single coolant manifold can draw coolant from both outputs at the same time, provided the coolant enters the engine through another manifold. Coolant manifolds do &#039;&#039;&#039;not&#039;&#039;&#039; have a builtin pump, which means they will not circulate coolant without an external pump.&lt;br /&gt;
&lt;br /&gt;
==== Belt addons ====&lt;br /&gt;
Belt drives are not required to build a functioning engine, and can be replaced by a second clutch. There are a number of components that can be attached to a belt drive:&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;starter motor&#039;&#039;&#039; is a small electric motor used to start the engine. It can reach up to 5 RPS.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;alternator&#039;&#039;&#039; is a small generator. It is extremely inefficient compared to [[Generator]]&amp;lt;nowiki/&amp;gt;s.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;belt pump&#039;&#039;&#039; is a small pump with an inconveniently placed fluid input. It isn&#039;t very powerful or efficient, but is commonly used to circulate coolant in extremely small engines.&lt;br /&gt;
[[Category:Engine]]&lt;/div&gt;</summary>
		<author><name>Remou</name></author>
	</entry>
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