Microcontrollers & Logic

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Introduction

Microcontrollers are a way of condensing logic in Stormworks, they are programable processors that can be custom made to fulfil a wide array of tasks and use cases within Stormworks using Lua blocks, Logic Gates, mathematical functions, etc. With microcontrollers (MCs) you can use a variety of logic gates that are not accessible through the traditional parts menu within the vehicle builder, as a result not only are MCs good at condensing logic, but also give the player access to a wider variety of options and paths to take in order to fulfil the required task.

This page will go over how to create a microcontroller, and go through a majority of the logic blocks that are found within Stormworks and show you examples on how they are used with images.

Creating a Microcontroller

MC Tab Location

Properties Initial setup.

Parts Menu Example

Step 1 in any MC is creating one. At the top of your vehicle editor you will see 8 tabs, you want to select the final one labelled "Microcontroller Editor". Once in this mode, it will default you to the "Design" settings and you will see 3 tabs; "Properties", "Logic" and "Symbol".

  • Properties tab is where you will define a name and description for your microcontroller; this is what it will appear as in your parts menu. You also will have the opportunity to define the size of your microcontroller; with the smallest scale being 1 Block × 1 Block × 1 Block and the maximum being 6 Block × 6 Block × 1 Block. It is important to select the correct size however this can be edited at any time, you can make it as large as possible and condense later.
  • Logic tab is where you will set the various logic nodes.
  • Symbol Tab is where you will setup the symbol that will appear in the parts menu for your microcontroller. This is done by toggling each pixel from dark grey to light grey in a 16 × 16 grid.

Logic Nodes

Step 2 in creating a microcontroller is assigning your Logic Nodes. To do this, go to the "Logic" tab in the microcontroller designer and select the large blue addition symbol which is labelled "Add Node" when you hover your mouse over it. Once done, you will see a red on/off input node appear in the list, as well as a red circle appear on the microcontroller in the bottom left slot. From here, we can choose the kind of node, and whether or not we want the node to be an input variable (going into the microcontroller) or an output variable (leaving the microcontroller), here you can also set a name and a description for your logic nodes. The different forms of logic nodes are;

Node Layering
  • on/off - Alternatively referred to as Boolean nodes; this is your basic binary On or Off logic transfer node. The default colouring is Red
  • number - This node will transfer a numerical value. The default colouring is Green.
  • composite - This is your composite channel node; containing 32 channels for both on/off and/or number data, Meaning it is possible to pass 64 different channels of information through this single node, provided 32 different on/off values and 32 different number values. The default colouring is Purple.
  • video - This node will allow you to output a video to various components (e.g. monitor, HUD, etc) or input from a Camera component to be modified (e.g. adding a sight or data to a HUD). The default colouring is Light Blue.
  • audio - This node will allow you to input and manipulate audio from microphones. The default colouring is Khaki Green.

Following game version v1.15.10 - The Microcontroller Layers Update[1] in January of 2026 you are now able to layer logic nodes over one-another allowing for more compact microcontrollers.

Logic Editor

The Final step is going into the logic editor; represented at the top of the Microcontroller editor by the Lightbulb. This will bring you to a large grid with its own toolbar and parts menu that includes various logic gates for various different functions; in here you will also see the nodes you have selected in the "Design" tab as boxes with node input or output anchors, that share the same name and description as given in the Logic Design tab. Now you can start making your microcontroller's logic.

Logic Gates

Once you have successfully set up your logic nodes; you can begin to learn what the various logic gates do. To understand this, we will need to first understand what a truth table is; a Truth Table[2] is used to map out various logic gate or mathematical outcomes in a given system. (see example of an AND gate truth table below). In this page; we will be using A, B, C as inputs variable, and Q as output variable.

AND Gate
A B Q
0 0 0
1 0 0
0 1 0
1 1 1

"Logical" gates.


This section is for the "Logical" gates tab in the Parts Menu.

AND Gate

NAND Gate

OR Gate

NOR Gate

XOR Gate

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NOT Gate

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Pulse (Toggle to Push)

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Push To Toggle

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JK Flip Flop

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SR Latch

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Constant On Signal

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Boolean Functions (Both x,y,z,w & x,y,z,w,a,b,c,d)

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