Stormworks Wishlist
August 23rd, 2026
A list of features and fixes I'd love to see in Stormworks: Build & Rescue.
August 23rd, 2026
A list of features and fixes I'd love to see in Stormworks: Build & Rescue.
Reloading Component Mods
Allow reloading component mods in-game to speed up iteration times and reduce frustration.
Better Workshop Dependency Handling
Include modded component .BIN files when uploading vehicles to the workshop so that users don’t need to install required mods separately to use modded vehicles.
Better Custom Terrain
Allow modders to create new randomly positioned islands like Coast Guard bases or mega-landmasses like the Sawyer, Arctic, Donkk, or Meier Isles.
Custom Inventory Equipment & Outfits
Allow modders to create custom handheld equipment, weapons, and outfits with custom meshes, stats, and functional properties.
Mod Load Order
Implement a mod load order system to allow compatibility mods like Echo’s Bigger Workbenches + STEX Better Space to exist.
Expanded Custom Audio & Flags
Allow mods to append external .ogg files and custom .png textures to the existing buzzers and flags, or create custom variants with extensive asset slots.
Bonus: Make this data-driven, and add a Mods tab to both Buzzers and Flags to select from entirely new modded entries.
Custom Particles
Allow custom components to trigger particle effects.
More Paintable Faces in Component Mods
Allow more than 3 paintable faces for component definitions.
Lua Component Properties
Allow components to have custom properties like vanilla components.
(sliders, dropdowns, textboxes, toggles, number inputs)
Expanded Component Lua API (sprk)
Expose deeper game state triggers and environmental data directly to component Lua.
Collision, damage, submersion (component & vehicle), ambient weather, temperature, radiation, active natural disasters, surrounding gas/fluid level and composition, player click/hover/distance, global mission triggers, and so on.
Component Mesh Render Caching (sprk)
Allow component.renderMesh to maintain active rendered meshes until explicitly refreshed, eliminating the performance cost of re-rendering static or slow-moving parts every frame.
Apply Physics Impulses at Component Position (sprk)
Update component.physicsImpulse to apply force directly at the component's coordinates rather than the vehicle's center of mass, removing the need for complex offset calculations for thrusters, wings, and custom wheels.
Debug Print API for Component Mods (sprk)
Add a dedicated print function or logging console for Lua component mods to replace tedious composite-node workarounds and speed up mod debugging.
Fine-Tune Position & Rotation
Allow directly inputting numbers into the position and rotation fields of objects in the Addon Editor.
Global vs Local Space Transform
Allow moving objects in the Addon Editor in local space alongside global space.
Remove/Extend Addon Lua Limits
Remove or significantly raise the character limit for Addon Lua scripts, or allow multiple scripts in one Addon.
Better Color Input
Add HEX, RGB, and HSV input fields into the Custom Colors panel, along with increasing the maximum number of saved custom color slots available.
Symmetry & Section Plane Position Memory
Save the position of the Symmetry and Section Plane in vehicle XML files.
Copy & Paste Component Properties
Allow copying and pasting properties from one component to another.
Adjustable Logic Node Size
Allow adjusting the size of Logic Nodes to clean up editor clutter and improve visibility.
Better Buzzer Sound Selection
Replace the Spin Button with a Dropdown Selector for different sound types in Buzzers.
Disable Shadows in Vehicle Editor
Add a graphics setting to disable shadows inside the editor to improve performance and visibility.
Direct Number Input on Sliders
Allow players to manually enter numbers into property sliders.
Reduce unnecessary Component Voxels
Remove all voxels without mesh or logic from components.
Vehicle Dimensions Tooltip
Display a vehicle’s bounding box dimensions on the spawn button hover tooltip.
Fluid Mass in Weight Tooltip
Update the Mass tooltip and Center of Mass indicator to account for stored fluid inside fluid tanks.
Microcontroller Comments
Allow placing text comments/notes within custom microcontrollers for documentation.
Reorderable Microcontroller Properties
Allow dragging and dropping microcontroller properties to customize the order they appear in.
Configurable default switch state in Instrument Panels
Allow selecting the default state of toggle buttons and flip switches in Instrument Panels.
Microcontroller Switch Cases
Add Switch Case logic nodes for Audio, Composite, Video, and Number data types to the Microcontroller editor.
Tiny Liquid Fuel Rocket
Add a more compact 1x1 (or minimum size for two fluid ports) Liquid Fuel Rocket.
Flexible Machine Gun Ammo Belts
Self-explanatory.
Remove/Extend Microcontroller Lua Limits
Remove or significantly raise the character limit for Microcontroller Lua scripts.
Restore Legacy Fluid Filters
Revert to the old Fluid Filter component that allows filtering multiple specific fluid types.
Bonus: Add a two-way version.
Frustum Culling
Don’t render Particle Effects, Logic Nodes/Wires, Monitors, and Lights that are outside of the player’s active field of view, and disable monitor screens in compartments players aren’t inside.
Performance Profiler
Add a command-based (e.g., ?profiler start 60s, ?profiler end) profiling system that measures F1 menu performance stats over a set time then exports them into a CSV.
Despawn Orphaned Objects
Despawn flares, inventory equipment/weapons, outfits, and resources with their parent vehicles.
Select Lua Tick/Framerate
Allow configuring the maximum framerate and tickrate on individual Lua scripts.
Separate UI Rendering Thread
Move the UI and HUD rendering process to an isolated thread to prevent main-thread physics lag from dragging down the interface.
Auto-Despawn Physics-Glitched Vehicles
Detect and despawn vehicles stuck inside terrain or other vehicles that are causing immense slowdown.
Better Damage & Flooding
Attempt to restore pre-1.9 flooding mechanics to the best of your abilities, especially in collision/non-weapons damage.
Improve Player Maneuverability in Space
I’m not sure of a particular solution, but allowing players to maneuver in moving spacecraft more easily would be a great change. Possibly by locking player movement to the position of the vehicle they are inside of/nearby, plus or minus player inputs. Regardless, being flung out of your spacecraft halfway to the moon is incredibly annoying and discouraging.
Noclip Improvements
Preserve player velocity when entering and exiting noclip.
Rebalance RCS Thrusters
Deprecate the current RCS thrusters (for backwards compatibility) and add new ones with a higher thrust/fuel consumption ratio.
Bonus: Simplify into vehicle-space physics impulse rather than applying forces at each RCS thruster.
Optional Missions
Require missions to be accepted, and allow denying, cancelling and despawning them, like back in ye old times.
Cinematic Camera
Two separate Photo Mode settings for camera movement and rotation smoothing, similar to Minecraft’s Cinematic Camera, but more customizable.
More HUD Visibility Options
Allow us to toggle the remaining HUD elements in general settings, like the in-game clock/date display, center crosshair, shortcut hints, and version number.
Disable Zombies by Default
Have the once seasonal Event_Zombies addon disabled by default.
Simpler Official Addons
Merge all of the official addons into four main separate addons: Base Game, Search & Destroy, Industrial Frontier, and Space. Each with extensive configuration options to maintain the customization that exists now, in a simpler and easier-to-approach format.
Reversible Hand Cranks
Allow Hand Cranks to output negative RPS depending on whether E or Q is being used to interact with it.
Desalinator Rebalance
Increase the throughput and efficiency of desalinators.
Fallout Rebalance
Extend (or remove) the maximum range for radiation to spread and apply an exponential falloff over distance, and significantly reduce the visual noise effect of radiation.
Autonomous Map Exploration
Allow uncrewed creations to reveal fog of war on the map.
Third-Person Head-Mounted Display
Add a component property to enable the HMD overlays in third-person.
Refillable Welding Torches
Allow spent welding torches to be replenished using hydrogen.
Audio Input/Output Selection
Add explicit selection dropdowns for audio input and output devices in Audio Settings.
Fix UI Toggle Button Texture
Fix the broken/low quality textures for toggle buttons in the “Enabled Addons” or “Enabled Mods” menus, or replace them with the same toggle button the rest of the game uses.
Disable GUI Animations Setting
Add a graphics setting to disable all GUI animations and transitions.
Pre-Game Configuration for Career
Allow modifying game settings and rules before creating a new Career or Career Classic save.
Issue Tracker Improvements (Written before the new Staging Issue Tracker)
Add the ability for users to see account status (e.g., “muted”), be able to add their email to get reply notifications, and use upvotes/downvotes instead of just stars. Issues should support generic sorting (A-Z, Date Posted, Date Updated, Comments, Upvotes, Downvotes, and reverse), 1-1 duplicate posts from networking errors should automatically be removed, and closing duplicates should add an upvote to the original.
Consistent Roadmaps
Release consistent roadmaps in 6-month or 1-year intervals to show off long-term goals and show off work-in-progress content.
Previous Build Rollback
Allow players to roll back to the previous version of the game for the rare times large bugs occur, making use of the Game Versions & Betas system on Steam.