Name | Mindustry | ||
Developer | AnukenDev | ||
Publisher | AnukenDev | ||
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Release | 2019-09-26 | ||
Steam | € £ $ / % | ||
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Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Overwhelmingly Positive | ||
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Public Linux depots | Mindustry Linux [63.89 M] |
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Another minor maintenance release - the most notable change here is the addition of a boost toggle command option for Nova/Pulsar/etc.
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This is a minor release aimed at fixing various bugs and balancing issues with 7.0.
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.0, an update that has been in development for more than 1.5 years, is finally here.
New Units
New Production Blocks & Turrets
New Transportation
New Unit Controls
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:
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The Beta |
The first Erekir build is finally here. |
Introduction Something had to be done. Thus, I have made the following changes:
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:
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:
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:
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:
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:
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): |
Build 127, the first pre-alpha release of v7, is now available on the v7-testing Steam branch.
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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.
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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. |
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.
Campaign
New Blocks & Mechanics
(Schematic above made by Highfire1) Logic System
Maps
General Changes
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This is the third (and final) development update concerning 6.0, the next major update for Mindustry. For the second part, see here. |
This is the second development update concerning 6.0, the next major update for Mindustry. For the first part, see here. |
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. |
This is a small update that addresses a few bugs related to servers and adds some QoL tweaks.
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Today's Deal: Save 50% on Mindustry!* |
This is most likely the biggest update that will be coming before the release of 6.0. Notable features in this release include:
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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.
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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.
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This update brings a few new blocks, some QoL changes, and many various bugfixes.
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Mindustry 5.0 is now out, with many new exciting features. These include:
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