Stormworks: Build & Rescue: Difference between revisions
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==== In-world Tasks and Opportunity ==== | ==== In-world Tasks and Opportunity ==== | ||
Once a vehicle has been constructed, it can be spawned into the world at the Vehicle Workbench and can be used by the Player in anyway they see fit, there are various objectives in vanilla Stormworks including attempting Search and Rescue missions wherein a collection of NPCs have spawned with a damage or on fire vessel whether it be a car, boat or crashed plane and the player is tasked with putting out the fire and returning the NPCs to the nearest hospital location. Other missions include repair requests, wherein a vehicle will be damage and in need of repair by the player (using the blow torch), long distance towing wherein a vehicle is damaged beyond repair and needs towed to specified location, NPC transport wherein an NPC needs to be moved from one location to another. There are also non-mission objectives such as cargo hauling whether it be with containers or liquids. | Once a vehicle has been constructed, it can be spawned into the world at the Vehicle Workbench (of which there are variety of sizes and shapes, some on land and some in the sea, some on tracks and some in runway hangers; please see [[Workbenches]] page for more information) and can be used by the Player in anyway they see fit, there are various objectives in vanilla Stormworks including attempting Search and Rescue missions wherein a collection of NPCs have spawned with a damage or on fire vessel whether it be a car, boat or crashed plane and the player is tasked with putting out the fire and returning the NPCs to the nearest hospital location. Other missions include repair requests, wherein a vehicle will be damage and in need of repair by the player (using the blow torch), long distance towing wherein a vehicle is damaged beyond repair and needs towed to specified location, NPC transport wherein an NPC needs to be moved from one location to another. There are also non-mission objectives such as cargo hauling whether it be with containers or liquids. | ||
==== DLC Overview ==== | ==== DLC Overview ==== | ||
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==== Workshop ==== | ==== Workshop ==== | ||
Stormworks heavily utilises the [https://steamcommunity.com/app/573090/workshop/ Steam Workshop] to share vehicles, addons, micro-controllers, and mods. The | [[File:Workshop example - 05-03-2026.png|thumb|449x449px|Steam Workshop example]] | ||
Stormworks heavily utilises the [https://steamcommunity.com/app/573090/workshop/ Steam Workshop] to share vehicles, addons, micro-controllers, and mods. | |||
===== Vehicles ===== | |||
The single most common upload on the Workshop is that of peoples creations, primarily vehicles. You will find a wide array of creations varying in detail and function. This is a tremendous way to show off your own work and gain notoriety within the community. | |||
'''Note: These can be added mid-save and do not effect the world/save data. If they are not appearing in your Workshop tab in-game then refresh steam.''' | |||
===== Addons ===== | |||
These are files that add onto the world of Stormworks; they must be activated at world creation and cannot be inserted into the world post save creation permanently, however there are ways to temporarily bring them up via the Addon Editor if in custom game mode. These can be systems like new missions such as transit based gameplay like [https://steamcommunity.com/sharedfiles/filedetails/?id=2398360474 Stormlink], new buildings or map additions such as [https://steamcommunity.com/sharedfiles/filedetails/?id=3578278893 C4V's Floating Docks], custom settings or game rules such as [https://steamcommunity.com/sharedfiles/filedetails/?id=2839773522 Custom Career Mode Settings], or alternatively sometimes users use addons to spawn in vehicles that are simply too large to be spawned in via the workbench. | |||
'''Note: These cannot be added mid-save permanently, and will only persist if enabled at the beginning of creation. Some addons cannot be enabled in their entirety mid-save even temporarily.''' | |||
===== Micro-Controllers ===== | |||
Stormworks has an in-depth PLC builder that allows you to make what the game calls "Micro-Controllers", they have their own separate category on the workshop and have their own challenges when it comes to compilation. These Micro-controllers do just about anything you can think of within the confines of the game; the workshop is full of various ECUs (engine control unit), logic for radars and sonar, missile guidance software, boat stabilisation, aircraft stabilisation, even sequential gearbox setups. If you are out of luck and in need of a micro-controller its more than likely the community has produced a variation of it and it resides on the Workshop. | |||
Even if you are an individual who prioritises that all aspects of their builds are 100% produced by themselves, this is still a brilliant avenue to deconstruct other peoples micro-controllers to see how they have achieved similar goals. | |||
'''Note: These can be added mid-save and do not effect the world/save data. If they are not appearing in your Workshop tab in-game then refresh steam.''' | |||
===== Mods ===== | |||
The most recent addition to Stormworks workshop categories are Mods; these differ from Addons as they directly modify the game files as opposed to adding onto them. This means that the game can have new components (such as Thales: Aviation Parts), models, textures (such as various shaders like Opal or Project Reshade), as well as various new additions to the map such as new race tracks or deeper oceans. Whilst there are still limitations to Mods in Stormworks; their integration and accessibility through the workshop makes for easy download and activation. | |||
'''Note: These <u>cannot</u> be enabled mid-save and must be downloaded and enable prior to world/save creation. Vehicles created with mods may not be available in saves without the same mods enabled, this however depends on the mod (it is recommended to check the workshop descriptions to find out).''' | |||
[[Category:General Game Information]] | [[Category:General Game Information]] | ||
Revision as of 13:23, 5 March 2026
Description

Stormworks: Build and Rescure is a physics based sandbox game developed by company Geometa. The game uses a voxel low-poly style for terrain as well as a block-based building style for player vehicles. It was first developed and made available for Early Access in February of 2018 and left Early Access on September 17th 2020.
Stormworks is available on both Windows and macOS and is available to play both single player and multiplayer.
Gameplay

Stormworks Gameplay surrounds the construction of (but not limited to) vehicles. There are thriving communities who develop everything from Submarines, Work Boats, War ships, Tanks, Race Cars, Classic Cars, Planes, Passenger Jets, Fighter Jets and so much more. You make your creations in the Vehicle Workbench where you select parts from the menu to build your craft in whatever shape desired. There are some unique features such as the Logic system where you can create dedicated PLC (Programmable Logic Controller) nicknamed "Micro Controllers" in game. Within these Micro Controllers you can use various logic gates, as well as limited Lua boxes to allow your vehicle to execute hyper specific tasks. Boats float, planes fly, cars drive, all vehicles that you build can function in the world (however the level of functionality is determined by the skill level of the user).
In-world Tasks and Opportunity
Once a vehicle has been constructed, it can be spawned into the world at the Vehicle Workbench (of which there are variety of sizes and shapes, some on land and some in the sea, some on tracks and some in runway hangers; please see Workbenches page for more information) and can be used by the Player in anyway they see fit, there are various objectives in vanilla Stormworks including attempting Search and Rescue missions wherein a collection of NPCs have spawned with a damage or on fire vessel whether it be a car, boat or crashed plane and the player is tasked with putting out the fire and returning the NPCs to the nearest hospital location. Other missions include repair requests, wherein a vehicle will be damage and in need of repair by the player (using the blow torch), long distance towing wherein a vehicle is damaged beyond repair and needs towed to specified location, NPC transport wherein an NPC needs to be moved from one location to another. There are also non-mission objectives such as cargo hauling whether it be with containers or liquids.
DLC Overview
There are also various DLC that add additional gameplay features such as Stormworks: Search & Destroy (which adds weapons and a new game mode), Stormworks: Industrial Frontier (which adds mining & processing, a new isle (the Arid Lands), as well as various wild life to the world), and Stormworks: Space (which introduces the ability to go to space, hydrogen rockets, other space-related components such as RCS, and the ability to land on the moon).
Workshop

Stormworks heavily utilises the Steam Workshop to share vehicles, addons, micro-controllers, and mods.
Vehicles
The single most common upload on the Workshop is that of peoples creations, primarily vehicles. You will find a wide array of creations varying in detail and function. This is a tremendous way to show off your own work and gain notoriety within the community.
Note: These can be added mid-save and do not effect the world/save data. If they are not appearing in your Workshop tab in-game then refresh steam.
Addons
These are files that add onto the world of Stormworks; they must be activated at world creation and cannot be inserted into the world post save creation permanently, however there are ways to temporarily bring them up via the Addon Editor if in custom game mode. These can be systems like new missions such as transit based gameplay like Stormlink, new buildings or map additions such as C4V's Floating Docks, custom settings or game rules such as Custom Career Mode Settings, or alternatively sometimes users use addons to spawn in vehicles that are simply too large to be spawned in via the workbench.
Note: These cannot be added mid-save permanently, and will only persist if enabled at the beginning of creation. Some addons cannot be enabled in their entirety mid-save even temporarily.
Micro-Controllers
Stormworks has an in-depth PLC builder that allows you to make what the game calls "Micro-Controllers", they have their own separate category on the workshop and have their own challenges when it comes to compilation. These Micro-controllers do just about anything you can think of within the confines of the game; the workshop is full of various ECUs (engine control unit), logic for radars and sonar, missile guidance software, boat stabilisation, aircraft stabilisation, even sequential gearbox setups. If you are out of luck and in need of a micro-controller its more than likely the community has produced a variation of it and it resides on the Workshop.
Even if you are an individual who prioritises that all aspects of their builds are 100% produced by themselves, this is still a brilliant avenue to deconstruct other peoples micro-controllers to see how they have achieved similar goals.
Note: These can be added mid-save and do not effect the world/save data. If they are not appearing in your Workshop tab in-game then refresh steam.
Mods
The most recent addition to Stormworks workshop categories are Mods; these differ from Addons as they directly modify the game files as opposed to adding onto them. This means that the game can have new components (such as Thales: Aviation Parts), models, textures (such as various shaders like Opal or Project Reshade), as well as various new additions to the map such as new race tracks or deeper oceans. Whilst there are still limitations to Mods in Stormworks; their integration and accessibility through the workshop makes for easy download and activation.
Note: These cannot be enabled mid-save and must be downloaded and enable prior to world/save creation. Vehicles created with mods may not be available in saves without the same mods enabled, this however depends on the mod (it is recommended to check the workshop descriptions to find out).