Stormworks: Build and Rescue

Stormworks: Build and Rescue

Do yall want some cargo missions?
I may make a some cargo missions for the workshop, just wondering if people actually want this.
Any suggestions/ideas also welcome.
Last edited by BadlyCroppedFish; Oct 22, 2018 @ 3:56pm
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Showing 1-6 of 6 comments
I.C.E. Oct 22, 2018 @ 9:28pm 
I've been making my own missons pack, and as a general rule, I'm trying to make missions, that would require stuff players can build (or find in workshop), but currently have little to no use for.
Like:
- Transporting multiple ISO containers in one go on a ship (bigger freighters).
- Transporting more then 10 passengers from one runway to another in under 15 minutes (plane).
- Needing to actually go through fire to rescue someone from burning building (firefighter gear).
- Retrieving something from the depth (submarine).

So, if someone is adding custom missions to their game, they're likely to look for more challenge and for use of their creations, just give people what they're looking for.
NomNomFatCat Oct 23, 2018 @ 5:33am 
I'd love to get some use out of my cargo plane, made a couple myself for testing.
okieordie78 Oct 23, 2018 @ 2:37pm 
I think cargo missions are a good idea. More than just a couple of boxes. I would like to see Fluid. (jet)fuel or water be transported. I don't know how you would manage the amount though.
JD 940 Oct 24, 2018 @ 7:16am 
retrive crew from sunken sub!!! i want that so bad must be hard tough!

crew shud not have diving gear

solution mag door; emty water move emm across
mission dept as deep as kan bee....

gl send me pm when its done!! ;D
I.C.E. Oct 24, 2018 @ 7:28am 
Fluid transport missions are doable, but with a bit "BUT", there is no way to determin if the player transported mission liquid, or just brought their own.

You can put a fluid meter that will activate a button when it hits 0 or 1 (depends on wether player have to take liquid or pour it in). Mission editor can work with named buttons, both registering them being activated or activate them on condition.
So you make a fuel tank with a meter and a button named "empty", which is hidden inside. When player drains it and meter is at 0, logic will activate "empty" button.
Mission condition will trigger the next task on button active - pour fuel to %mission_target%
Player goes there and pours fuel into empty tank, where the button will react to tank being full, triggering mission completion.

As said above you cannot check if play just brought their own fuel and drained the first tank to the floor/ocean. Other then that - it's doable.


Now about submarine rescue:
Vanilla mission pack have one already, actually, but without docking. If you make a sub with a properly placed door that will turn it's magnets on when player is around - mission is entirely doable.
Problem is with the depth. There is no way to spawn the boat at a certain depth, "Ocean" cell have random depth, even if pretty deep, you won't know for sure. You might find a non-random place where it will be deep enough, though.
okieordie78 Oct 24, 2018 @ 4:43pm 
Why not an "empty" trigger AND "full" trigger both active to complete the mission? You still can't stop the player from using the fluid spawner though.
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Date Posted: Oct 22, 2018 @ 3:56pm
Posts: 6