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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Mindustry 

 

Developer

 AnukenDev 

 

Publisher

 AnukenDev 

 

Tags

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

Release

 2019-09-26 

 

Steam

 € £ $ / % 

 

News

 30 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 Overwhelmingly Positive 

Steam store

 https://store.steampowered.com/app/1127400 

 
Public Linux depots

 Mindustry Linux [63.89 M] 




LINUX STREAMERS (14)
quellusmonstannermikeselectriclandavidyazen
sirsamsaikamisamacztvsbldarcanis
hypethetimezerostatemachinegam3rsockedirtytoby
vladimirm2perekules




Build 146


  • Fixed a variety of issues with unit & block cost multiplier rules
  • Fixed many various crashes
  • Fixed various achievements not triggering
  • Fixed pathfinding not being able to path through solid enemy blocks
  • Fixed naval units sometimes attempting to pathfind through land
  • Fixed water tiles with space background resulting in a black background
  • Fixed internal legacy blocks being logic constants
  • Fixed power node double-click leading to interaction rate limit triggering
  • Fixed units sometimes being unkillable
  • Fixed units with long paths sometimes recalculating forever
  • Fixed serious issue with player units getting bugged in certain maps with puddles
  • Fixed Neoplasia reactor sometimes not exploding
  • Fixed units randomly dying when hitting corners
  • Fixed piercing bullets permaturely hitting blocks "under" bullets
  • Fixed missiles dealing double damage to units
  • Fixed FPS not limiting accurately
  • Added setting to disable all lighting
  • Added logic unit autoPathfind command (default wave pathfinding)
  • Made logic unbind command set `@unit` to null
  • Made "any" environment accessible outside of sandbox
  • Made payload loaders no longer accept inputs from payload unloaders
  • Added logic sensors for shields, content ID (inverse of lookup command)
  • Added logic particle effect instruction
  • Added logic sync instruction
  • Setting factory output points now updates "last accessed"
  • Disabled team switching menu in multiplayer outside of sandbox/PvP
  • Decreased canvas block silicon cost slightly
  • Scathe ammo usage decreased to 15
  • Buffed Precept unit


[ 2023-09-04 04:30:59 CET ] [ Original post ]

Build 145


  • Fixed logic icons for certain content being squished
  • Fixed a freeze caused by stack routers
  • Fixed Base AI not working sometimes
  • Fixed mods not being able to override UI images
  • Fixed map flags added in objectives not syncing
  • Fixed a crash related to editing canvases
  • Added votekick reason option, made votekicks cancel-able by admins
  • Added button for admins to switch player teams
  • Added past player names / IPs to player trace info
  • Added fill erase mode to editor
  • Added option to adapt UI to Macbook notches
  • Made Serpulo attack sectors not invade nearby sectors while you are attacking them
  • Various improvements to the schematics UI
  • Starting unit command can now be selected in reconstructors
  • Units now retain their last command when controlled and un-controlled by players
  • Misc pathfinding bugfixes; units should not get stuck moving backwards
  • Legged/insect units should no longer pathfind around solid blocks they can step over


[ 2023-06-19 23:38:36 CET ] [ Original post ]

Build 144.2


  • Optimized base memory usage slightly
  • Fixed logic blocks not re-enabling blocks when unlinking from them
  • Updated various Serpulo turret sprites/animations
  • Re-added the base builder AI rule and enabled it in the existing custom game attack/PvP maps
  • Buffed Tecta unit
  • Made file chooser on Linux now use Zenity when possible
  • Improved schematics used in base generation on Serpulo
  • Various minor improvements to modding API


[ 2023-05-22 04:35:13 CET ] [ Original post ]

Build 144


  • Fixed "any" environment button not enabling
  • Fixed a crash related to an experimental rule being enabled on certain servers
  • Fixed lag caused by sorters updating minimap very quickly
  • Fixed Serpulo generated bases sometimes having unlinked power nodes
  • Fixed JSON planets/sectors/status effects not having a mod name prefix - this may break bundles
  • Fixed invalid liquid consumption stats on plasma bores
  • Doubled max schematic size
  • Canvas blocks now show their image preview in the schematics dialog
  • Newly created maps and schematics now use the provided name as a filename instead of random numbers (Limited to alphanumeric characters)
  • Added camera rectangle to map view, right-click to move the camera
  • Added building damage indicators to minimap
  • Added logic pathfind instruction - supports arbitrary coordinates
  • Added unit health multiplier rule
  • Added map 'ends after wave' rule
  • Added search bar for wave UI
  • Added new Erekir gas and liquid sprites
  • Added functionality to make overlays/floors place-able in mods (or servers with the revealedBlocks rule edited)
  • Added piston regions to blocks that did not have them
  • Added search bar to custom game menu
  • Minor improvements to server list UI


[ 2023-05-11 22:00:14 CET ] [ Original post ]

Build 143.1


  • Fixed startup crash when changing UI scale to 5%
  • Fixed network error when calling world logic explosion instruction with a null team
  • Fixed sector background simulation not taking into account builder/repair units
  • Fixed server-side network error when placing certain large logic schematics
  • Fixed force projector hitbox being a square
  • Fixed blank weapon stat boxes for certain units
  • Fixed various regressions from last release (batteries being broken in mods, server menus not closing...)
  • Added support for multi-barrel recoil in mods
  • Made duo barrels move separately when shooting
  • Improved stat display for various blocks


[ 2023-04-08 17:07:16 CET ] [ Original post ]

Build 143


  • Fixed some keybinds missing translations
  • Fixed a long-standing pathfinding issue of enemy wave units exhibiting "confused" behavior in certain maps
  • Fixed a server exploit that allowed users to block others from connecting
  • Made entity sync network errors log a warning instead of forcibly disconnecting clients
  • Made server list show multiple servers per row on wide screens
  • Misc fixes to Steam lobby system; you can now set a name/color when hosting
  • New UI for turret/unit weapon stats in core database
  • Improved support for modded planets with different radii
  • Added support for `cloudMesh:` and HexSkyMesh as a type for planets in JSON mods
  • Added world logic setProp instruction; while unfinished, this instruction allows world processors to set attributes of buildings and units, like health or items stored


[ 2023-04-01 05:34:49 CET ] [ Original post ]

Build 142

Another minor maintenance release - the most notable change here is the addition of a boost toggle command option for Nova/Pulsar/etc.


  • Actually fixed host research not syncing to clients correctly (for real this time)
  • Fixed Steam workshop maps displaying an error upon update attempt
  • Fixed Sublimates targeting ducts but being unable to hit them
  • Fixed sandbox displaying as survival with Discord integration
  • Fixed repair turrets incorrectly displaying status as red when not targeting
  • Fixed 'hidden' content (planets, etc) displaying in list of mod content
  • Fixed several crashes
  • Fixed Oct shield break effect being hexagonal
  • Improved mod dependency resolution
  • Buffed Conquer slightly, nerfed Collaris range slightly
  • Made Disrupt/Quell no longer target air units
  • Added a boost toggle command for units that can support it (nova, etc) - keep in mind that these units cannot shoot when flying, and will not try to find a landing position if blocked


[ 2023-02-21 17:37:41 CET ] [ Original post ]

Build 141

This is a minor release aimed at fixing various bugs and balancing issues with 7.0.


  • Fixed many various crashes
  • Fixed world message being replaceable
  • Fixed various Serpulo sectors having no waves
  • Fixed inaccessible resources under blocks appearing in sector resources info
  • Fixed units following wrong team when assisting
  • Fixed liquid puddles not syncing in multiplayer
  • Many other minor bugfixes
  • Improved loading speed of maps with many power graphs
  • Improved performance of entity removal (should make effects/bullets less laggy)
  • Made Oct shield an octagon
  • Made block statuses flash when low on power/liquid instead of staying green
  • Disabled campaign research/state syncing across multiplayer due to confusion campaigns should be completely separate now
  • Decreased Scathe fog uncover range (75% of range -> 40% of range)
  • Increased Quell build cost
  • Nerfed Locus, buffed Vanquish, Conquer, Cleroi
  • Added rule for unit crash damage


[ 2023-01-12 17:45:33 CET ] [ Original post ]

Mindustry 7.0 Released

.0, an update that has been in development for more than 1.5 years, is finally here.

As with earlier major updates, there are too many changes to list in a single post - these are just the highlights.



The Erekir Campaign


  • An entirely new planet, with its own tech tree, units and blocks
  • 100+ new blocks to research
  • Significantly more streamlined and linear then the Serpulo campaign
  • No procedural sectors, only 17 larger hand-made maps, with optional sectors to be added later
  • Attack fully functional enemy bases with smarter, dynamic unit AI




New Units


  • 15 new units to research and construct on Erekir; 5 new naval support units on Serpulo
  • A new payload-based unit construction system for higher tiers
  • A new class of tank units
  • A new variant of insectoid walkers
  • Hovercraft units with unique weapons and abilities




New Production Blocks & Turrets


  • 10 new turrets on Erekir
  • Missile launchers, lasers and artillery with unique firing patterns and animations
  • A new heat system for powering or boosting certain blocks
  • An entirely new resource production tree
  • Power production utilizing new liquids, items and terrain
  • Two new reactors with their own "meltdown" mechanics




New Transportation


  • Ducts, a higher-throughput transport block
  • Directional bridges with no configuration
  • Routers with 3 output directions, no backflow, and sorting capabilities
  • Drone item transport for long-distance delivery
  • Payload mass drivers for shooting units or containers across points
  • Orthogonal beam nodes as a different way of transferring power




New Unit Controls


  • Units can now be selected and commanded to positions or enemy targets, similarly to other RTS games
  • Formations have been removed - simply select units instead
  • Command centers have been removed - as a replacement, select all factories (shift+h) or all units (shift+g) to command them all to a point
  • Serpulo support units now have several "modes" depending on capabilities - repair, mining, rebuilding, and player following/assisting
  • While this system is still quite primitive, more features (hotkeys, waypoints, etc) may be added later


Conclusion & the Future of Mindustry

Overall, this has been - in terms of raw new content and mechanics - the largest update in Mindustry history. It has taken more than a year to complete, and turned into quite the ordeal.

I'll be blunt: This game has been under development for more than 5 years now, with the updates getting bigger and bigger every time. I am feeling rather burnt out after this update, and I don't think I will be able to implement anything beyond "maintenance" for a while - a few months, at least.

I will still be interested in providing bugfixes and minor QoL changes to Mindustry. I do not plan on "ending updates" anytime soon, but right now, I need a break from any sort of significant content development.

There are still a few loose ends in the Erekir content. Those of you who have dug through the game files will know that there are several unused liquids, items, blocks and units. These may be expanded upon with future updates... eventually. I can't give any timeframe for when this will happen.

In the meantime, there is still plenty of community content in the form of new side-maps that can be inserted into the campaign.

Special thanks to the community members who helped create maps for use in the campaign:


  • Mechanicalfish
  • ThatOneBepis
  • hhhi17



[ 2022-11-11 12:39:05 CET ] [ Original post ]

Mindustry v7 Beta + Full Release Date

The Beta

Mindustry v7 is now in Beta. While this does not change anything about how the version is accessed or distributed, it signifies that v7 is 'feature-complete', and will be seeing very few major changes after this point. In terms of complete-ness, the only things left for v7 are the 5 (or so) final campaign maps, polish, balancing, and bugfixes.

At this point in development, I will need extra help from users to report bugs and suggest balanacing/feedback on Github (or the balancing channel in the Discord). Most content has not been extensively tested, and as such there are sure to be balancing issues with anything past the current campaign tech tree (T4-5 units, especially).

[h3]Switching to the Beta[/h3]

To use this beta version of Mindustry, right-click Mindustry in your library, click Properties -> Betas and select v7-testing from the dropdown box.



A v7 Release Date

With the beta finally here, and v7 being in development for more than a year, it's time for me to finally decide on a firm release date: November 11th (2022). This should provide enough time for the remaining campaign maps to be finished, and any serious bugs/balancing issues to be squashed.


[ 2022-10-04 23:46:51 CET ] [ Original post ]

Build 136: Erekir Alpha Release

The first Erekir build is finally here.



This is a massive update that brings with it an entirely new planet - Erekir - with a completely new tech tree. It would take too long to list all the changes and additions in this build, but here are the highlights:



- A new, separate (but incomplete) campaign on the planet Erekir with its own mechanics.
- 100+ new blocks
- New units
- New items
- New factories, turrets, distribution blocks, support structures, etc
- New systems for "scripting" maps with logic blocks and objectives
- A fog-of-war system, available as a custom map rule and enabled on Erekir
- Countless tweaks, improvements and QoL changes
- Countless bugfixes... and probably even more new bugs



The old command center and formation mechanics have been replaced with a 'RTS' command system. Holding [Shift] places you in 'Command Mode', which gives you RTS-like control over your units. Left-click to select groups of units, and right-click to order them to locations or targets.

Note that there is currently no way to RTS-control builder/support units present on Serpulo, like Poly or Mega.

Please keep in mind that the Erekir campaign is still completely unfinished, and covers less than half of the tech tree. While Erekir is nearly complete in terms of block/unit content, most things not covered in the campaign are completely unbalanced, and should be treated as such! Damage/speed/reload/etc values of end-game content are essentially untested placeholder values.

For an introduction to the new systems introduced in this build, play the campaign first. The content added in this update has not been properly tested in custom maps or PvP yet.

To test this build, you must switch to the v7-testing branch by right-clicking Mindustry in your Steam library, then, clicking properties -> Betas -> v7-testing.




[ 2022-07-16 17:03:15 CET ] [ Original post ]

v7 Progress Report

Introduction

As many have noticed, it has been many months since the last pre-alpha release, and nearly a year since the last stable release. To begin, I will attempt address some common questions about this release, and the status of Mindustry in general.

[h3]Why is this update taking so long?[/h3]

Up until this point, all (pre-classic) Mindustry updates have been incremental additions or changes to existing content. Everything I've made has been designed to fit in with existing blocks on the Serpulo planet campaign.

In v7, this is no longer the case - I am adding an completely new planet - Erekir - with its own unique set of blocks, environment tiles, units, turrets, transportation, etc. Aside from certain items, everything is different - there is no re-used content from Serpulo, not even walls or conveyors.

This is a little bit like making the entire game over again. When it is complete, it will be the biggest single content update in Mindustry history. To give you an idea of the content volume, there are currently 70+ new build-able blocks that have been added when compared to the last pre-alpha, with more than 130 new blocks added total - and I'm still far from done.

In addition, I am making significant changes to many various mechanics (again) - the campaign, unit control, and logic, for instance. Keep reading for more information on these topics.

With all of these factors combined, this update will take much longer than normal to complete. Please be patient.

[h3]When will v7 be released?[/h3]

I really don't know. While I already have a fair bit of content complete, I would estimate that it's only half done, if even that. Many mechanics are still in the "prototype"/"brainstorming" phase.

All I can say is, don't expect it anytime soon.

[h3]When is the next pre-alpha/alpha/beta release?[/h3]

As mentioned above, I'm still early in the process of implementing content/mechanics for Erekir - it is not ready for testing, and will likely not be for a while to come. I would like to have the entire campaign complete before I even release an alpha build.

In short: Again, I don't know.

Erekir Content Preview

Below are some sneak peeks at content I've been working on. This is by no means a comprehensive list. Keep in mind that these units can (and have) changed significantly over the course of development - the final version may be radically different, or removed entirely!

Note: Many of these GIFs are taken from the #dev-previews channel on the Mindustry Discord. Consider following that channel for more frequent updates.

[h2]Units[/h2]


The T1 core, and its corresponding core unit. This unit can repair blocks, but does not have any offensive capability.



Shielded walker unit. Only blocks projectiles from the front. Very much WIP - weapons and legs will likely undergo significant changes prior to release.



Small insect-like unit. No special abilities. Demonstrates a new unit animation system.



Hovercraft. Missiles are technically units that can be targeted, and will follow the player's cursor.



Yes, I'm finally introducing tanks. This further demonstrates the capabilities of the new unit animation system.


A smaller tank variant.

[h2]Blocks[/h2]

As mentioned earlier, Erekir will have a completely different set of blocks from Serpulo. The production/crafting tree is still a work-in-progress, so I will not be showing it here, but here's what some of the distribution systems look like at the moment:


Ducts transporting items to Duct Routers. These routers only accept from one direction, and can double as sorters when an item is selected.



Duct overflow gates. Only accept from one direction.



Duct bridges. No linking or weaving allowed; output only in one direction.



Duct unloaders. Only input and output in one direction.



Beam "drills", connected with new orthogonal power nodes. Note that, while there are still certain ores on the ground in Erekir, beams are the primary way of gathering resources.


Unit Control

As many of you may know, unit control in Mindustry is terrible. As of the latest available version, there are four ways of controlling units, all of them with significant flaws:

  • Manual control: This is the obvious and most common way of controlling units; while effective, it only allows for controlling exactly one unit. Furthermore, once the unit ceases to be controlled, it resumes its normal AI, making this method useless for moving groups of units anywhere.
  • Formations: An unfinished, unwieldy and broken system. Not only do units constantly get stuck on terrain when in formation, but they can frequently bump into the main unit. Formations are also lost on commander death, subject to numerous unit type limitations, and feel extremely laggy even on low-ping servers.
  • Command Centers: Unwieldy, complicated, lacking precision. While they are effective to some degree in performing basic tasks like grouping together units, they are very imprecise (global control), tedious to manage (require building a block), and painfully limited (are unable to order units to attack specific targets).
  • Logic: A cursed creation. While technically the most powerful unit control method, it is orders of magnitude more complex than anything else in the game. Commanding units with logic either requires copy-pasting schematics you don't understand, or spending hours learning a bespoke programming language with very sparse documentation. Neither of these are acceptable. Even beyond the complexity, logic unit control is incredibly clunky, un-intuitive, and subject to limitations (like lack of proper pathfinding). Players should not need to know how to program to play this game properly.



    Something had to be done. Thus, I have made the following changes:


    • Formations have been removed completely.
    • Command centers have been removed.
    • No logic blocks are available on Erekir. EDIT: Based on feedback, I will definitely be keeping it on Serpulo.
    • A new RTS-like unit control system has been introduced.


    I've been hinting at adding them for a while, but after experimenting with the mechanics, I am confident that RTS controls are the best way forward.

    Here's how this looks in-game, so far:



    Now, I know that this raises numerous questions, such as:


    • How will this affect PvP?
    • Will units have sub-commands ("fire at will", "patrol"), like some other RTS games do?
    • Will builder/repair/miner units be controllable as well, and if so, how?
    • How will build assistance work without formations?
    • Does this mean that fog of war will be introduced as well?
    • How does the player switch between building with their unit, and commanding?


    I will not be answering these questions, as I don't have a good answer to most of them - and even if I did, my answers could change over the course of development. All I will say is that, at the moment, I am trying to keep things as simple as possible. In my testing, even the current bare-bones RTS control system is worlds better than anything the game had previously.

    Logic "World Processors" / "Map Scripting"

    This is a relatively minor feature I've been developing for use in campaign maps. Essentially, they are processors for scripting maps. These can only be placed or interacted with in the editor, and are for map-makers only.

    World processors can currently do the following things; I may add more functionality as necessary:


    • Spawn units.
    • Set blocks.
    • Get blocks/buildings at any location.
    • Create explosions.
    • Show the player notifications or mission objectives.
    • Pan and zoom the camera, for cutscenes.
    • Sense any block info without linking to it.
    • Set a limited amount of game rules, such as lighting, build speed and waves.


    World processors are meant to be placed in a corner of the map; while they are blocks with teams, they cannot be accessed, shot, broken or hovered outside of the editor. Note that they are simply logic processors with special instructions - this is not a new language or scripting system.

    Below is a simple demonstration of a "cutscene" implemented with a world processor. Note that the trigger is a button for simplicity, but in most cases, you would have the trigger be something else out of the player's direct control.



    Some examples of what can be done with world processors:


    • Display a special objective for the player, e.g. "destroy building X", sense when the block is destroyed, and perform actions based on that event.
    • Spawn custom waves in any location based on time, or any other variables.
    • Activate enemy base functionality only when the player has achieved a certain objective, like surviving X amount of waves.
    • Day-night cycles in custom maps.
    • "Defense" objectives wherein the player core is destroyed if they fail to prevent a different block from being destroyed.


    Internal/Modding API Changes

    In addition to all of the above, I've also been working on improving the modding API, fixing inconsistencies, and adding more features for modders to utilize. Unfortunately, this also comes with the downside of breaking the overwhelming majority of older mods - after discussing this with the community, I've come to the conclusion that this is the only way forward.

    Here are some examples of changes I've made so far - everything is still subject to change. If you're not a modder, feel free to skip this section.

    [h3]Weapon/Unit/Turret Animation System[/h3]

    Turrets, units, and weapons now support animation parts. These can rotate or move individually depending on their progress value, which is usually the weapon warmup or reload.

    Close-up of the tank shooting animation:


    Code (minus the blades, which are defined in a loop):


    [h3]Weapons, Turrets and Units[/h3]

    Weapons and turrets have long suffered from an inconsistent feature set and API. I've attempted to improve the situation by implementing a unified system for bullet patterns and shooting behavior.

    This means:


    • Turrets and units can now have an arbitrary amount of bullet barrels.
    • Units now support duo-like double-shot patterns.
    • Swarmer and Cyclone turrets now correctly have 3 true barrels instead of randomly spewing bullets everywhere.
    • Java/JS mods can easily define complex bullet patterns for their turrets without creating subclasses of Turret or Weapon.


    As an example, here's what the new Swarmer bullet pattern looks like:

    'shoot' is a field of each Weapon and Turret that defines its bullet pattern. This defines a 3-barrel shot pattern.


    Result:


    It is also possible to chain together shot patterns, to make things like this (demonstration only!):


    Bullets can be created with custom movement callbacks. This pattern, for example, creates two bullets that move in a helix:


    [h3]Consumption & Generators[/h3]

    The block consumption system has been rewritten to allow for:

    • Multi-liquid consumption
    • Multiple consumers of the same type, e.g. two ConsumeItems
    • Filter/efficiency consumption that does not depend on specific block type

    Most old generator classes - SingleTypeGenerator, BurnerGenerator, ItemLiquidGenerator and DecayGenerator - have been replaced with a single class, ConsumeGenerator. As an example, here's what the new definition for the combustion generator looks like:



    [h3]Drawing[/h3]

    The DrawBlock system has been expanded to support more block types, including generators, pumps and turrets.

    This means that it is no longer necessary to extend these classes for custom drawing behavior. All drawing-specific GenericCrafter subclasses (Smelter, Cultivator, ...) have been removed. In addition, all DrawBlock subclasses have been made modular.

    For example, this is how a smelter draw implementation can be defined on a GenericCrafter (or generator):


  • [ 2022-03-10 21:54:58 CET ] [ Original post ]

    Build 127: v7 Pre-Alpha Now Available

    Build 127, the first pre-alpha release of v7, is now available on the v7-testing Steam branch.

    To opt in, right click Mindustry in your Steam library, then click Properties -> Betas -> Select v7-testing in the drop-down box.

    Note that this is a highly incomplete version of v7. Most content planned for v7 is unfinished, and will not be included in this release!

    Ideally, this version should be more stable than 126, but without a release, I cannot say for certain.
    The current "stable" version (126.2) contains severe bugs & balancing problems that have been addressed in this release. Due to these issues, I may have to split the v7 update into two different parts; whether or not such a split release happens at all depends on how long it takes me to finish the "interplanetary" v7 content.

    Consult the Mindustry Trello for more information on plans for the full v7 release.

    Changelog


    • Countless bugfixes
    • Countless unit & turret balancing tweaks
    • Optimized fire visuals
    • Made mass driver output speed more FPS-independent
    • Made phase bridges overdriveable & more reliable at lower FPS values
    • Reorganized core items & guardian bar UI
    • Added red outline for guardian units
    • Added more options to editor filters
    • Added editor filter copy-paste buttons
    • Added display of current status effects to Ui
    • Added 5 new support naval units
    • Added payload void & source for sandbox
    • Added a payload mass driver equivalent
    • Added polygonal core protection rule
    • Added core-capture rule for PvP/attack maps
    • Added one experimental core-capture PvP map
    • Added lights for most effects & bullets
    • Added new T2 repair point
    • Added controls to deposit current unit into payload block directly
    • Added schematic tags
    • Added client-side "ghost building" sync when playing multiplayer
    • Campaign: Reorganized sector icon selector, added support for content sector icons
    • Updated packaged Java version to 16
    • Made units unstackable in most situations
    • Mods: Support for loading classes from other JARs as dependencies
    • Mods: various API changes, see https://mindustrygame.github.io/wiki/modding/7-migrationv7/ for details
    • Logic: Added inverse trig operations
    • Logic: Added content ID lookup & wait instructions
    • Lots of other stuff I probably missed


    [ 2021-06-25 20:20:26 CET ] [ Original post ]

    Build 126.2 Released


    • Fixed bridges being planned without unlock in campaign
    • Fixed player moving slower on servers with status effects
    • Fixed player not respecting formation speed on servers
    • Fixed separators consuming power when idle
    • Fixed logic blocks not saving buildings on reload
    • Fixed rare door placement crash
    • Fixed logic units being able to take/remove items from any team block
    • Improved power node link preview
    • Reduced Nova range slightly
    • Added list of status effects to core database
    • Added status effect display to bullets (icons contributed by @sk7725)
    • Added block info keybind
    • Added bullet stats for continuous laser turrets (e.g. Meltdown)
    • Made bridges autolink when dragging multiple lines
    • Disabled logic unit building for servers by default
    • Internals: Removed all code for disposing resources on exit; this should be handled by the OS now
    • Logic: Made `dead` sensor return 1 for `null`, to simplify validity checks
    • Logic: New text parser; supports defining and jumping to labels with `name:` instead of numbers
    • Logic: Added support for negative draw coordinates
    • Logic: Disabled packets for config; may desync, but will help reduce lag
    • Campaign: Various tweaks to make background simulation more accurate


    [ 2021-03-29 20:04:13 CET ] [ Original post ]

    Build 126 Released


    • Various minor bugfixes
    • Made water extractor use metaglass for building, to be consistent with pumps
    • Added automatic conveyor/conduit bridging over obstacles
    • Added 'defender' AI for Oct; follows nearby units
    • Cores can now replace most transport blocks; turrets can now replace each other
    • Improved bridge & power node linking previews
    • Buffed Segment & Vela
    • Added logicUnitBuild rule; Sandbox server owners are advised to disable logic building with `rules add logicUnitBuild false`.
    • Logic: Changed default unit control state to be 'idle', not 'stop'
    • Logic: Made config / unit building instructions accept buildings as configuration to copy their config. This allows for self-replicating processors.
    • Logic: Added sensors for `dead`, `controller`, `size`, `boosting`
    • Logic: Made `controlled` return ctrlProcessor/ctrlPlayer/ctrlFormation/0 depending on controller type
    • Logic: Deprecated "commanded"; use `controlled` instead! This sensor will be removed in a future release.
    • Logic: More hints


    [ 2021-03-05 20:49:04 CET ] [ Original post ]

    Build 125 Released


    • Fixed enemy power nodes getting linked w/ allied ones, leading to buggy power behavior
    • Fixed chat not working when paused
    • Fixed 128+ cores on map breaking servers
    • Fixed editor breaking building links on resize
    • Fixed onscreen green lines occurring for specific GPUs/drivers
    • Made turrets/units take enemy hitbox size into account when targeting
    • Made builder/repair AI flee from enemies when idle
    • Made data export zip include folder entries and strip absolute file paths this may fix some issues with external archive programs
    • Added rules for unit cap control [Contributed by @TranquillyUnpleasant]
    • Added new splash damage algorithm should lead to faster & more accurate explosions, but may require balancing
    • Added log file for data-loading events should assist with fixing the data wipe bug
    • Mods: Fixed trailing commas in hjson files being parsed as part of unquoted strings
    • Mods: Many various bugfixes for json effects
    • Logic: Added tooltips to most instructions/operators
    • Logic: Added `===` operator for exact comparisons, e.g. null checks
    • Logic: Made 'invalid' operations such as sensing null blocks or 0/0 return null instead of 0
    • Logic: Fixed units disappearing when moving to infinite position
    • Logic: Added sensor for force projector heat


    [ 2021-02-16 19:36:43 CET ] [ Original post ]

    Build 124 Released


    • Fixed logic blocks resetting state on map load or connection changes
    • Fixed "#" in any logic string breaking instructions
    • Fixed crawlers not exploding next to cores
    • Fixed certain status effect combinations not triggering damage
    • Fixed waves being infinitely skippable when game is paused
    • Fixed constructed blocks sometimes having low health on servers'
    • Fixed enemy core items not syncing
    • Fixed insect units not being able to walk over solid blocks on space floors
    • Buffed Fortress, nerfed Scepter, buffed Reign, buffed Vela
    • Made vaults/containers able to replace conveyors
    • Made Surge Alloy discharge lightning when destroyed in containers (Contributed by @sk7725)
    • Made player stop shooting when a controlled suicide unit is killed (prevents Crawler chain-deaths)
    • Made team colors for relevant blocks display during placement (Contibuted by @Quezler)
    • Improved liquid bridge throughput
    • Improved power network removal performance
    • Added list of content to mod info dialog
    • Added icons to mod browser
    • Added support for Jar mod import to mod browser
    • Added re-import button to mod info - only works for newly imported Github mods
    • Added "Repo" button to mod info
    • Improved mod browser layout on wider screens
    • Made mod importer/browser use the default Github branch for downloads. The "6.0" branch is no longer checked first make sure your default branch is set up correctly!


    [ 2021-02-07 19:46:48 CET ] [ Original post ]

    Build 123 Released

    As 6.0 is more or less stable now, updates have slowed down significantly. This is likely to be one of the last notable releases before 7.0.


    • Fixed same-line logic comments not parsing
    • Fixed Kamikaze achievement not triggering with flying units [Steam]
    • Fixed mass driver rotating before payload is received
    • Fixed bullets dealing splash damage twice upon collision splash damage of certain bullets has been increased to compensate
    • Fixed floating point errors in core database leading to incorrect rounding
    • Fixed unit payloads snapping rotations when entering reconstructors
    • Fixed builder AI placing drills on incorrect/mixed resources & clogging crafters
    • Fixed editor mirror filter being offset in certain situations
    • Fixed music randomly cutting off after quit to main menu

    • Campaign: Made invasion chance scale with nearby enemy base count
    • Campaign: Added 20-minute invasion grace period after sector capture

    • Made impact reactor warmup time scale with boost (@Quezler)
    • Made players prioritize highest tier core when respawning
    • Made logic programs reset all state on edits
    • Made logic blocks no longer change 'last accessed' names when no edits are made
    • Made naval paths preload on maps with spawn points on liquids
    • Made Plastanium sprite slightly more distinct
    • Made ground units avoid walking in slag/deep water even when it is the only valid path
    • Made fire disappear faster in rain
    • Made conveyor items render under most blocks
    • Made server prevent duplicate IP connections
    • Made crosses render on item/liquid sources & sorters in schematics
    • Made building disabled state save upon world reload
    • Made status indicators smaller for 1x1 blocks
    • Made mod browser list mods by last update time

    • Implemented automatic mod list updates (currently, every 4 hours)
    • Improved unit selection visuals (@Voz-Duh)
    • Improved power status information (@Slava0135)
    • Added boost % bar to overdrive projectors (@Quezler)
    • Added IPv6 address support to join dialog (@markozajc)
    • Added core item incineration rule (@Quezler)
    • Added carried payloads to unit status bars & info (Partially implemented by @Slava0135)
    • Added slight shine effect, triggering upon building rotation
    • Removed overflow gate inventory
    • Increased power source output
    • Many other minor bugfixes & tweaks


    [ 2021-01-20 20:45:38 CET ] [ Original post ]

    Build 121: Campaign Co-op Changes

    In light of user feedback, I will be making some changes to the way co-op works in the campaign. These changes are in no way final, and may be reverted if problems are found with the approach.

    Currently, the campaign only affects the host player. While clients connected to the host are allowed to use the hosts's research, they cannot progress themselves. This is because there was no straightforward way for me to carry over 5.0's "parallel progression" system with shared items, as global inventories no longer exist.

    To improve the co-op experience, I will be implementing the following changes:

    1. Any research the host does will transfer over to all connected clients, even after they disconnect. To prevent gaps in the tech tree, every direct dependency will unlocked as well.

    This means is that if you connect to a host and they research a Meltdown, for example, you will permanently get the Meltdown unlocked, along with the Arc, Lancer, etc.

    2. Clients will be able to use any research they have, even if the host doesn't have it unlocked.

    3. Clients will receive a copy of all the resources the host is producing on the current map, distributed to all their sectors. If they do not have space for the materials anywhere, they won't get any.

    4. Clients will be able to research new tech in multiplayer, even if it depends on technology that only the host has. The item cost will be taken from their local inventory - not from the host.

    For example, if the host has unlocked the Scorch but the client has not, the client will still be able to research the Arc turret, which normally would require researching the Scorch. In doing so, they will unlock the Scorch as well, to prevent random tech tree gaps.


    This system is not particularly intuitive, but it's probably better than the current state of co-op.


    [ 2020-12-06 15:46:41 CET ] [ Original post ]

    Mindustry 6.0 Released

    After more than 9 months of development, 6.0 is finally here. There have been far too many changes to reasonably list here, so I'll go over the highlights.



    Units


    • The unit system has been completely reworked
    • All unit sprites have been re-drawn and cleaned up
    • Many new unit types have been added
    • Player-specific pads and unit-specific factories have been removed
    • All units can now be created, commanded and controlled by players
    • 3 different unit factories: ground, air, and naval
    • Each unit factory can produce multiple types of units
    • Units can be moved into special tiered Reconstructor blocks to upgrade them
    • 6 unit branches: insect units, ground attack units, ground support units, air attack units, air support units, naval attack units
    • Each branch has 5 tiers, making 5*6 = 30 buildable units
    • Each core block has a special player-controlled flying unit type associated with it, resulting in a grand total of 33 total units




    Campaign


    • Complete rework of the 5.0 campaign system
    • Everything takes place on a planet, where each hexagonal/pentagonal sector is a separate map that can be visited
    • 260+ procedural sectors, with 16 special "landing zone" sectors
    • Procedural sectors are optional for campaign completion, but landing zones are not
    • Most sectors have a certain number of waves that need to be survived in order to capture them
    • Other sectors may have enemy bases on them, which need to be destroyed for capture
    • Each sector will produce resources in the background even when you play in other sectors
    • Resources can be moved between sectors with Launch Pads
    • Sectors near enemy bases will be periodically invaded unless the enemy base is destroyed
    • "Global Resources" no longer exist - all research costs are taken directly from your pooled core resources
    • More planets will be added in the future




    New Blocks & Mechanics


    • Added upgraded 3x3 versions of the Silicon Smelter, Separator and Overdrive Projector
    • Cores can now be upgraded to higher tiers
    • Added "Segment" point defense turret - targets and destroys incoming bullets
    • Added "Parallax" electric anti-air turret - pulls in enemy aircraft with a tractor beam
    • Added "Foreshadow" long-range railgun turret, for taking down bosses and armored units
    • Added "Tsunami" liquid turret - acts as an upgraded version of the Wave
    • Added Plastanium conveyors - stack items together, move them with high throughput
    • Added mud & dirt decoration blocks
    • Added slag liquid floor, can be pumped to obtain slag
    • Added space floor
    • Significant amounts of block balancing, bugfixes and tweaks




    (Schematic above made by Highfire1)

    Logic System


    • Added Processor blocks that execute commands in a loop
    • Processors use a very simple assembly-like language
    • Code can be written in-game with a visual editor, or imported from text files
    • Processors are capable of performing complex tasks, such as controlling units, reading block state, disabling/enabling buildings and outputting text to message blocks
    • Added Display blocks - can be used for displaying vector images from processors
    • Added Memory blocks - can be used to store numbers for internal processor use
    • Added Button block - can be linked and used as an input devices for processors
    • Examples of logic applications include automatic heat-sensing reactor controllers, unit transport systems, custom unit AI, visual power level displays, various types of games and more




    Maps


    • Added 4 new maps for custom games
    • Added 5 types of weather: rain, fog, snow, sandstorm and sporestorm
    • Each type of weather has a certain effect on blocks or units
    • Added attack AI rule: when enabled, enemy cores will spawn units that build basic defense schematics
    • Added map rules for fire, schematic use, enemy light visibility, unit ammo mechanics, explosion damage and more
    • Added new filters in editor, to aid with procedural map generation
    • Added new editor filter options




    General Changes


    • Added more music
    • Added more sound effects
    • Added community server groups
    • Improved most sprites and icons
    • Many small visual improvements
    • Added button to pan camera around map
    • New physics system
    • Made schematics save power node connections & message contents when copying
    • Many, many small QoL changes
    • A lot more stuff that I've probably missed



    [ 2020-12-01 15:06:01 CET ] [ Original post ]

    6.0 Progress Report #3

    This is the third (and final) development update concerning 6.0, the next major update for Mindustry. For the second part, see here.

    In terms of content, 6.0 is practically done. I've added all the units, blocks & new mechanics I had planned, and all that's left is balancing and further campaign implementation.

    Current Progress

    [h2]Units[/h2]

    [h3]More T4/5 Units[/h3]

    Finishing up the "boss" category, I've created T4 &T5 units for the support & naval unit production trees. Here are a few of them.


    T5 naval unit (w/ on-board unit factories)


    T5 "support" mech


    T5 air support: does not have any weapons, but can be used as a mobile shield, resupply point & heavy unit transport. 4x4 blocks and most T5 ground units can be picked up and dropped near enemy bases.

    [h3]Unit Control[/h3]



    The unit command system has been changed. Now, any player-controlled unit can command units that are of the same type and of similar size.



    Units under the command of players will mimic most of their actions - shooting, mining, building, item transfer and payload drops will be copied.



    [h3]Unit Logic[/h3]

    The logic system is now capable of controlling units. This can be used to do a number of things, including:


    automated unit item transport systems


    automatic building of blocks


    custom AI that follows or guards certain players or structures


    configurable minining setups

    ...and more.

    [h2]Blocks[/h2]

    [h3]Turrets[/h3]

    Two new turrets have been added since the last development preview: the Tsunami and Forshadow.


    The Tsunami is a tier 2 version of the Wave turret. Like the Wave, it is able to put out fires and spray liquid projectiles at enemies, with debilitating status effects. As one might expect, it has higher range and increased damage.

    The original implementation for this turret was made on Github by Slava0135, while the sprite was made by EyeOfDarkness.



    The Foreshadow is a long-range sniper turret. While it is large and expensive to maintain, the range of its projectiles is far above that of any other turret. These projectiles do not pierce, and are intended to be a counter to large T4/T5 units.


    [h3]New Terrain & Maps[/h3]

    I've added a few new terrain blocks for mapmakers to use. These probably won't show up in the campaign, but they will be used in 4 new custom maps.

    Dirt & Mud



    Space



    Slag


    Dacite (previously known as Holostone, for some reason)



    [h3]Better Replacement[/h3]

    Most 1x1 blocks (e.g. power nodes, walls) will be replaceable with larger variants. Conveyors will now save their contents during upgrades, while batteries will save their contained power when being replaced.





    Tentative Release Date

    I've decided to set a more specific release date of December 1st, which will be in slightly more than a month from this post. This date isn't final - if something comes up, or I underestimate the amount of work needed, I may have to postpone release.


    [ 2020-10-26 21:34:13 CET ] [ Original post ]

    6.0 Progress Report #2

    This is the second development update concerning 6.0, the next major update for Mindustry. For the first part, see here.

    Many significant issues and bugs have been fixed since the last post. The game is now stable enough to play normally in multiplayer without game-breaking crashes or bugs, and most non-campaign content has been implemented. An alpha build may be released to a separate Steam branch in the coming couple of weeks.

    Current Progress

    [h2]Campaign[/h2]

    [h3]Research & Resources[/h3]



    Instead of being stored in a vague centralized location, all resources collected are now local to their cores on the ground. Resources cannot be "launched" anywhere except other sectors. This means that storage is limited by the amount of sectors you have captured, and the types of cores those sectors have.



    Nearly all content is now required for research: Items, liquids and units have to be researched before they can be produced. While the amount of resources needed for research is significantly increased, this should not increase grinding, as all sectors under your control can passively generate resources while you play.

    [h2]Units[/h2]

    [h3]Walker Units[/h3]



    Starting with Crawlers, a new branch of insect-like multi-legged units has been created.



    Beginning with the second tier, these units are able to walk over most solid blocks. They specialize in sapping and splash-damage attacks. Spiroct and Arkyid units are able to pull enemies closer and leech health from them.



    [h3]Naval Units[/h3]



    3 tiers of naval units have been added. These are made in a special naval factory, place-able only on water.



    Compared to other units of similar tiers, these units are much faster and stronger, to make up for their reduced coverage. T3 naval units possess long range artillery, which can be devastating to coastal structures.

    T4+T5 naval combat units may be added as well. Support naval units are also a possibility for future updates.

    [h3]Boss Units[/h3]

    The "boss"-class units from 5.0 have all been re-implemented, renamed and cleaned up. New ones have also been implemented. The following previews should speak for themselves.






    (yes, these units can be built in normal gameplay)

    [h2]Logic[/h2]

    The long-awaited logic system has been implemented. It is still missing some important features, but is currently very much usable.



    This system is based around several tiers of processors, which execute instructions at different rates - similar to assembly language, in some respects, but vastly simplified.



    Logic is "programmed" by putting together sequences of instructions that manipulate variables and read/write from blocks. No programming knowledge is required, although the "code" can be exported as text and edited in an external text editor.



    Each processor can be "linked" to other blocks. The linked blocks become variables in the logic UI that can be controlled in various ways: for example, most blocks can be disabled to make them stop moving/functioning, and turrets can be manually set to fire at a specific position. Block state, such as item count or power balance can also be read by the processor.

    In addition to processors, three new types of blocks have been added for logic-related purposes: displays, memory cells and switches.

    [h3]Displays[/h3]



    These can be used to display basic vector graphics when connected to a processor. Users have already made use of them for power and item visualization. Other applications, like graphical games, are possible as well.



    Raster (typical PNG) images can technically be displayed as well, but with vector displays, the process is very inefficient and not practical outside of sandbox. The image shown here is drawn pixel-by-pixel using code generated from a PNG with an external script.

    [h3]Memory Cells[/h3]

    These act as additional, indexable storage for processors. Each cell holds a certain amount of numbers (currently, 64) which can be read and written to using numbers 0-63. If you've programmed before, this is like an array of numbers. Processors can link to the same memory cell, facilitating inter-processor communication.

    [h3]Switches[/h3]



    These are simple blocks that do nothing on their own, but can be toggled by the player in order to do something with a processor. For example, a processor can read the "enabled" state of a switch and use it to toggle a conveyor on or off.



    Shown above is a multiplayer pong game, with inputs handled by switches. (The design shown was made by Xusk).

    [h3]Limitations[/h3]

    These processors are currently only able to control blocks. In the future, units will be controllable as well.

    It is also worth noting that, to prevent various problems, processors can only read or write to blocks that are (manually) connected to them. Things such as self-replicating processor-powered bases are currently not possible, but may be in the future.

    Release Time Frame

    The new tentative release date for 6.0 is somewhere around December 2020. This may change if unexpected problems arise, but hopefully that should be enough time for me to finish everything planned for this release.


    [ 2020-09-09 03:36:39 CET ] [ Original post ]

    6.0 Progress Report #1

    This is the first of several development updates I will be making concerning 6.0, the next major update for Mindustry. While the information below is not a comprehensive list, you'll see highlights of what I've been working on for the past few months.

    Current Progress

    [h2]Planets & The Campaign[/h2]



    Instead of taking place on a few preset areas, the campaign will now take place on sectors of planets. While most of these sectors will have procedurally generated terrain and bases, a few will consist of handmade maps - these will be edited versions of the old campaign maps.



    The mechanics of sectors are currently under heavy development, but the basic idea is that each region can be conquered and used to generate resources. These resources can then be distributed to other sectors, for use in research or in building additional bases to attack the enemy from.

    [h2]Units[/h2]

    [h3]Control[/h3]

    Instead of being ordered indirectly by command centers, units will be able to move under the direct command of players - either individually, or as a formation around a commander unit.
    "Mech pads" will no longer exist as a concept, since players can build and control units instead.



    The player is able to take control of any unit or turret on their team. When not controlled by a player, a unit will revert to normal AI behavior, like moving toward and/or attacking nearby targets.



    Certain units have the ability to command groups of other units in formation. All units in the formation will attempt to stay in the same position relative to the leader, and shoot at the same target. Currently, a player can command a formation by switching to specific unit type and pressing a "command" key.

    Note that the formation system is still in its very early stages, and far from finished,

    [h3]Production[/h3]

    In 6.0, individual unit types will no longer require dedicated blocks. Instead, unit factories are split into 2-3 blocks by type (air, ground, etc). These factories can produce several different "tier one" units, selectable by the player.



    To produce higher tier units, factories must move their units into Reconstructors, which can upgrade units to higher tier types. For example, a Dagger unit made in a Ground factory can be put into a specific reconstructor to upgrade it to a Fortress unit.



    Shown here is the chain of reconstructors required to upgrade a Wraith unit into a Reaper (boss-level) unit.

    [h3]New Unit Mechanics[/h3]

    Some new unit types will be introduced. These include:

    Carrier units, which can pick up and drop units (and perhaps even blocks);



    Walker units, which posses multiple legs and can damage buildings by walking over them;


    Note that the unit shown is just a prototype that uses the Eradicator body.

    Naval units are being considered as well, but it's not clear if they'll be coming in this update yet.

    [h2]Basic AI[/h2]

    When enabled in the rules, drones of the enemy team(s) will be able to build basic defenses in Attack mode. This AI works by utilizing a database of schematics and placing structures in locations that fit certain requirements.




    It does not try to collect resources into the core like the player - while all its turrets and production blocks do need resources to function, it "cheats" by ignoring block build costs. This may be changed in the future, but for now, making a true AI that could play a competitive game with a player without cheating is simply too difficult to implement.

    [h2]QoL Features[/h2]

    Transport blocks now display the flow rate of items/liquids passing through them.




    A toggleable overlay displays the state of machines (operational, missing resources, or blocked).




    Core colors now reflect their team color.




    Schematics save message block and power node state.



    [h2]New Content[/h2]

    [h3]Plastanium Conveyors[/h3]



    These conveyors transport items in stacks, resulting in very high throughput.
    Most of the code and sprites for Plastanium conveyors was contributed by Quezler on Github.

    [h3]Point Defense Turrets[/h3]



    These turrets damage and destroy incoming projectiles. Energy weapons (such as lasers) are ignored.

    [h3]Various Upgraded Blocks[/h3]

    Also coming in 6.0 are upgraded versions of the Overdrive Projector, Silicon Smelter and Separator.





    Release Date?

    While many of the features mentioned here are already usable, 6.0 is very far from being complete or playable. There is still much to implement, including a logic system, new research mechanics and a full implementation of the planet sector system.

    There is no deadline set for release - with the amount of features to be added, final release of 6.0 may take up to a year.

    Keep in mind that all of the features shown here are subject to significant change before final release.


    [ 2020-07-01 02:04:18 CET ] [ Original post ]

    Build 104 Released

    This is a small update that addresses a few bugs related to servers and adds some QoL tweaks.

    Changelog:


    • Added server categories (Partially contributed by @Quezler)
    • Added rich presence support (Contributed by @danieljennings
    • Added require() function for scripts (Contributed by @DeltaNedas)
    • Added color gradient for battery status (Contributed by @Arkanic (eventually))\
    • Optimized and cleaned up conveyor code
    • Made unloaders take items from blocks in equal amounts when unsorted
    • Changed script loading: For mods with more than one script file, the main file must be named "main.js" and must require() other files to run them
    • Tweaked power block palette
    • Slightly decreased differential generator resource usage
    • Changed differential generator sprite
    • Fixed incorrect line numbers in script errors
    • Fixed client IDs resetting


    [ 2020-02-12 00:10:13 CET ] [ Original post ]

    Daily Deal - Mindustry, 50% Off

    Today's Deal: Save 50% on Mindustry!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Monday at 10AM Pacific Time


    [ 2020-02-01 19:06:00 CET ] [ Original post ]

    Build 103 Released

    This is most likely the biggest update that will be coming before the release of 6.0. Notable features in this release include:



    Liquid voids, which can be used in sandbox to reduce spills without using a powered incinerator, as well as underflow gates, which are inverted equivalents of overflow gates.



    A new tech tree layout. This design reduces wasted space and prevents overlapping blocks appearing when mods are installed.



    Font icons of most blocks and items. These can be used in names, the chat, or message blocks. To copy a character for a block or item to your clipboard, shift-click in the placement menu or database.


    Full changelog:


    • Added new icons w/ smooth scaling
    • Added liquid void (Contributed by @TsjipTsjip)
    • Added bridge opacity slider (Contributed by @Quezler)
    • Added "underflow" gate (opposite of overflow gate)
    • Added "emojis" for most blocks and items into the font
    • Added new tech tree layout w/ better mod support
    • Added game log file, stored in data folder
    • Added new separator sprite/animation
    • Added list of affinity tiles to stats of certain blocks
    • Added mod name to description of content, when applicable
    • Added player limit slider
    • Added visual indication of input mass drivers when configuring
    • Added property for mod ores to be added to default generation
    • Made chat no longer clear after /sync
    • Increased cost for higher tier tech tree blocks
    • Slightly increased build time of basic transport blocks to prevent spam
    • Fixed votekick button not appearing
    • Fixed infinite storage capacity exploit
    • Reduced votekick cooldown
    • Changed cyrllic font (again)
    • Changed mod class whitelist to blacklist


    [ 2020-01-24 18:47:49 CET ] [ Original post ]

    Build 102 Released

    This update comes with a new minimap view and some control improvements. You are now able to pan around the map with WASD while paused or dead, as well as move around the map view (M) with your mouse.

    Full changelog:


    • Added new map view w/ panning and scrolling
    • Added controls to allow moving camera while paused or dead
    • Added block health rule
    • Added more internal teams for alternative gamemodes
    • Added features for improved server modding
    • Major internal change: package is now "mindustry" instead of "io.anuke.mindustry" (will break plugins)
    • Fixed scrollwheel failing to zoom randomly


    [ 2019-12-30 01:13:14 CET ] [ Original post ]

    Build 101 Released

    The most significant feature of this update is mod scripting - you are now able create your own content with custom behavior and mechanics, using JavaScript. See the Example Mod for a simple block that creates its own behavior. This system has very little documentation at the moment, but more will come as things are developed.

    Full changelog:


    • Added various new features for modding - see documentation for full details
    • Added JS scripting - unstable, not well tested yet
    • Added log console - press backtick (`) to open
    • Added server block state autosync
    • Added support for Thai font
    • Fixed liquid junction to item bridge crash
    • Fixed launch items not saving
    • General maintenance bugfixes and translation updates


    [ 2019-12-13 01:17:19 CET ] [ Original post ]

    Mindustry 5.0 Build 100 Released

    This update brings a few new blocks, some QoL changes, and many various bugfixes.


    Pictured is the Plated Conduit, which is a liquid equivalent of the Armored Conveyor, and the Battery Diode, which can be used to directionally transport leftover power from critical areas. Both of these blocks were made with the help of @Quezler on GitHub.



    A new lighting system is being tested. This can be enabled by starting a custom game and enabling lighting in the rules.


    Full changelog:


    • Added experimental lighting system can be enabled in custom game rules
    • Added power diode block (Contributed by Quezler)
    • Added plated conduit block (Contributed by Quezler)
    • Added hotkeys for selecting blocks (Contributed by joshuaptfan) [Desktop]
    • Added light block for dark maps only
    • Added customizable global rules [Server]
    • Added commands to specify next map in rotation [Server]
    • Improved pulse conduit speed (Contributed by Quezler)
    • Improved building priority
    • New permissive mod parsing format (HJSON)
    • Fixed a few incorrect consumption displays in blocks
    • Fixed some modding issues related to sets and formatting
    • Fixed 'underwater' ores in editor
    • Fixed incorrect bridge linking in certain conditions
    • Fixed inverted sorter chains
    • Fixed many other UI and minor in-game bugs


    [ 2019-11-20 02:44:13 CET ] [ Original post ]

    Mindustry 5.0 Released

    Mindustry 5.0 is now out, with many new exciting features. These include:

    Schematics. Select an area, then paste it somewhere else or save it for later use. Rotation and flipping is fully supported.



    Automatic drone rebuilding. Phantom drones will now automatically replace broken blocks.



    New placement controls. Edit your build queue on the fly, remove specific blocks or rotate existing ones. For planning on multiplayer servers, building can now be paused and resumed with a keybind.



    Mods. Create and share your own modifications of the game through a simple json-based system. No knowledge of programming is required. Take a look at the example mod repository to see what this looks like. Documentation is currently a work in progress.
    Note that modding is currently unstable. Report any bugs you find using the link in the game.

    Full patch notes:


    • Added inverted sorters: flip item output directions
    • Added JSON config-based modding [Alpha, may be very unstable]
    • Added block schematics: save and share your designs [Desktop]
    • Added placed block rotation: Hold [R] and use the scrollwheel to rotate a block [Desktop]
    • Added saving of blocks broken after enemy attacks
    • Added phantom drone rebuilding of broken blocks
    • Added radial tech tree layout
    • Added autotiling for blocks in build queue and selection
    • Added zooming and panning in tech tree/campaign select
    • Added username labels to minimap [Contributed by Maxattax97]
    • Added targeting priority for turrets/units: when targeting blocks, turrets will be attacked first
    • Added new loadout select dialog
    • Added link to Mindustry subreddit
    • Added banning of blocks in ruleset
    • Added internal plugin methods for switching servers and updating game rules
    • Made incend bullets set enemies on fire instead of just setting everything on fire
    • Made build requests be replaceable in build queue [Contributed by @clfer]
    • New building system for desktop; supports editing the queue and pausing building
    • Added power laser opacity slider [Contributed by azureblue]
    • Fixed input not working with different keyboard locales
    • Improved zone objectives: finishing attack maps unlocks next zones/configuration, waves no longer needed
    • Increased minimum FPS to 15 to prevent game freeze
    • Changed 'plugins' to 'mods': function the same way, but with more capabilities
    • Tutorial text tweaks
    • Disabled player-player and player-drone collisions
    • Fixed crashing when launching in offline mode [Steam]
    • Lots of other various bugfixes


    [ 2019-10-25 03:23:43 CET ] [ Original post ]