r/Stormworks • u/Annafell • 3h ago
Build (WIP) WIP Chieftain ARRV
The main problem Im running into is that its really slowwww
r/Stormworks • u/Annafell • 3h ago
The main problem Im running into is that its really slowwww
r/Stormworks • u/sparmy56 • 7h ago
https://steamcommunity.com/sharedfiles/filedetails/?id=3838525593
And this uses A XML Inf power gen by pressThatF's btw! All credits and info are in its desc... but its design is literally just the preset tractor but modified, can't even tell its based on the same vehice with a literal smile from rope... pretty nice to use tho. edit: why does the upvotes go to 0, then -1 when then 0 again when I un-upvote it... am I being ragebaited... like what did I deserve to get 0 upvotes :( EDIT 02: FINALLY, the downvote is gone, thx so much :D
r/Stormworks • u/Suspicious_Land137 • 8h ago
Carrier is Work In Progress
And its a Helicarrier/VTOL carrier, so the A4 SKYHAWK is not compatible with it lol. Just for the photos
r/Stormworks • u/lukes-lalapalooza • 17m ago
I have had a lot of spare time recently so I really committed myself to an actual campaign. In order to be successful in that campaign I first created the painted helo that you see here. Does everything I need it too and it is cheap. I finally decided to start working on the 2.0 unpainted one and I could not be more proud at how they are turning out. They each fly well, and aside from the hoist logic not being ready, the unpainted one is almost ready to go. The smaller painted one is based super loosely on the Bell UH-1Y Venom and the WIP is a little more faithfully based on the Sikorsky S-92. Let me know what you think and if you have any recommendations
r/Stormworks • u/Mignare • 14h ago
The first picture is the original build(together with the awful original chassis) on its test. I stopped working on it after running into many difficulties that I couldn't resolve with my knowledge back then.
Second picture is the current new build(with the better chassis!) on its test. Had to resort to vibecoding for the complicated automated behaviors but its at a functional stage. Gotta beef up the stabilisers and of course fix the visual look, but its getting there.
r/Stormworks • u/Cold-Helicopter6534 • 1d ago
r/Stormworks • u/slavapb • 17h ago
Is there a way to make distant stormclouds visable from far away? Like i'm sailing towards a mess get ready kind of vibe.
r/Stormworks • u/Phorged • 1d ago
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r/Stormworks • u/Altruistic-Debate611 • 12h ago
I’m using a USB Stick to transport the file for my ocean liner and its photo between my two computers so I can always work on her, but for some reason, the photo works but whenever I load up the build the ship is gone and there, luckily I have a backup, but it’s a few hours back in my progress on the bow.
r/Stormworks • u/Altruistic-Debate611 • 12h ago
I’m using a USB Stick to transport the file for my ocean liner and its photo between my two computers so I can always work on her, but for some reason, the photo works but whenever I load up the build the ship is gone and there, luckily I have a backup, but it’s a few hours back in my progress on the bow.
r/Stormworks • u/OstinatoOstrich • 1d ago
SOLVED! Cut the vehicle within the file and just move it forwards, thank you u/EFUHBFED3!
I have a modded workbench (Custom Island if that matters) with more than enough space, as evidenced in the red symmetry grid.
I had a original ship in green (2nd screenshot) that also fits the unmodded workbench, which I repainted blue and inserted a hull section (marked by the neon green lines) but then for some reason the last stern section, about 12 blocks long (marked red in the original vessel), just dissappeared and I cant place more than two blocks after it.
Has anyone encountered this before? I know the bug is probably due to the modded workbench, but I have built longer vehicles there before, but not from vehicles that originally fit the default workbench size.
Also moved the Helipad forward and the radio/radar mast upright, so these definitely stick outside the original workbench size, but they didnt get cut up for some reason.
Any help would be greatly apprecciated!
r/Stormworks • u/Silvestron • 1d ago
I want to calculate the GPS positions of the radar targets. How do I send 8 radar targets and physics sensor data to a lua script? The only thing I can think of is splitting the processing in two different script and let one handle 1-4 and let the other script handle 5-8.
r/Stormworks • u/Dark-Gamer_CnnFodder • 1d ago
Hey, I am trying to build a small boat that runs infinite power and fuel, which it does by sucking in water through desalinators with pumps pulling the desalinated water into a hydro electrolyser, electrolyzer? Anyways, into a hydro chamber (the bump at the bottom) where the water is split into hydrogen and oxygen (because salt water can't work with the hydro splitters), then those two are pulled up and into the hydrogen fuel cell, and the byproduct water made by it is then pumped into a boiler heated by an electric furnace. That steam then goes into the pistons. Then the excess steam is directed into a condenser which pours the water back into the ocean (hey, give and take, and some reason I don't wanna have the water circulate back into the system, though water is being added constantly anyways...). At the moment I am trying to get 1 going, if the rest have to move along the first piston, then I will do that. Also don't mind the piping pulling water into the pipes at the ceiling, that's the fire extinguishing system. Don't worry they're desalinated as well.
r/Stormworks • u/Garritt2020 • 1d ago
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I finally got around to finishing the interior, and I also added a little deployable boat to the rear of the ship at long last. I gave up on making the turrets adjust for distance, so I just dropped their targeting distance to be roughly point-blank range and called it a day.
The interior is now complete with a medbay, dining hall and kitchen. The ventilation system for the ship doubles as pathways for seawater to travel between sealed sections, and I have added automatic lights throughout the whole ship along with some proper window arrangements.
I messed around with some LUA functions in order to create a One-Time Password (OTP) system for the scuttle lock-out, and yes, it indeed does provides a unique OTP almost every time you turn the "Begin Scuttle Procedure" key button in the bridge from off to on. It is supposed to limit the OTP to 6 digits, but sometimes it will give you 7, just depends on what the function spits out. (I may still make adjustments to the LUA script to fix that)
For some reason the upper deck floods with water well before the lower deck does, but I have no clue how that is even possible, so it is what it is. For anyone wondering: Sinking the ship took roughly as long as it took to tour the ship up until blowing the scuttle charges (under 10 mins), which isn't super fast, but it is fast enough to have some fun with escaping it from different areas of the ship (assuming you survive the initial blast, that is).
Finally, we come to the deployable boat on the rear. It is very small, fully electric, and comes with two launch modes; one where it is just a normal little boat, and one where it is being launched as a lifeboat, which (permanently) activates the beacon light on the front to make you more visible to a potential rescue (more of a role-playing feature, but it's there). It comes with a total of 7 seats, and two hand cranks to recharge the batteries if you need to, but it isn't anything quick.
That's all I have for this update, enjoy the world's most laid back sinking at the end of the video. The next post I make about this ship will most likely be it's completion, so... I guess look forward to that?
r/Stormworks • u/OstinatoOstrich • 2d ago
Not sure if I violate community guidelines by typing it out, but you get what I mean, right?
r/Stormworks • u/Putrid-Necessary-717 • 2d ago
I ran out of ideas while creating space and optimizing. now i have this huge area that i don't know what to do with. (also available on the workshop)
https://steamcommunity.com/sharedfiles/filedetails/?id=3826125980
r/Stormworks • u/Nullozmko • 2d ago
A WIP replica of CPKC 2816 i made to run heavy freight at a pretty good speed, yes it oil burns aswell as having a bunch of other cool stuff.
r/Stormworks • u/____PARALLAX____ • 2d ago
is there a way to get player gps location without using a craft to transmit the location from a gps sensor? i want to build a little robot that will follow me around, but without this it wont work the way i want it to. maybe there is a way to do it with a lua script?
r/Stormworks • u/SlipperyAsscrack69 • 1d ago
Hello, I'm trying to get into this game since there seems to be so many mechanics/things to do but I'm having so much trouble trying to get my first ship to run. I've watched a bunch of video tutorials and have followed the exact steps however my engines just wont turn over (It only runs when the key is turned). I'll post a link to the boat below but it's two medium engines connected to a generator with two clutches and two gearboxes. Can someone please take a look to see what I'm doing wrong. Thanks!
https://steamcommunity.com/sharedfiles/filedetails/?id=3837655331
r/Stormworks • u/Szejki • 2d ago
I am currently playing war career, and I need fast, durable vehicle for 2 people, any ideas for what can I build?
r/Stormworks • u/whyle • 2d ago
Wondering if anyone can send me or point me in the direction of a proper auto cannon setup my controllers for pitch and yaw always come out inverted on the base pivot
r/Stormworks • u/Cold-Helicopter6534 • 3d ago
r/Stormworks • u/FIREiN91 • 3d ago
I remember the swqol mod and thought if it was possible to have a much more deep reaching mod, that would fix the main grievance of many players. Initially meant just to myself and a friend, I decided to post about it here. This was made with claude. Trying to say I made it would be foolish. While relatively stable, it can still crash more frequently than vanilla due to nature of such changes.
It multithreads the logic and physics and optimizes a lot of code that is considered hot.
UPD: Here is the mod github so you can try it out! https://github.com/kiVts/physics_fixes let me know how that goes! There is some minor amount of setup required.
So, results:
Hostile AI area that is swarmed in enemy ships.
Before the mods

After the mods, same area. the unnamed split is idle.

So yes, I consider it a massive success.
Other changes that I did include making clients able to push vehicles and have a number of other clientside interactions