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6.0 Progress Report #1
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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.
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,
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.
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.
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.
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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.
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.
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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.
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These turrets damage and destroy incoming projectiles. Energy weapons (such as lasers) are ignored.
Also coming in 6.0 are upgraded versions of the Overdrive Projector, Silicon Smelter and Separator.
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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 00:04:18 CET ] [ Original post ]
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
Planets & The Campaign
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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.
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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.
Units
Control
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.
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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,
Production
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.
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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.
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Shown here is the chain of reconstructors required to upgrade a Wraith unit into a Reaper (boss-level) unit.
New Unit Mechanics
Some new unit types will be introduced. These include: Carrier units, which can pick up and drop units (and perhaps even blocks);
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Walker units, which posses multiple legs and can damage buildings by walking over them;
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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.
Basic AI
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.
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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.
QoL Features
Transport blocks now display the flow rate of items/liquids passing through them.
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A toggleable overlay displays the state of machines (operational, missing resources, or blocked).
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Core colors now reflect their team color.
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Schematics save message block and power node state.
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New Content
Plastanium Conveyors
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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.
Point Defense Turrets
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These turrets damage and destroy incoming projectiles. Energy weapons (such as lasers) are ignored.
Various Upgraded Blocks
Also coming in 6.0 are upgraded versions of the Overdrive Projector, Silicon Smelter and Separator.
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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 00:04:18 CET ] [ Original post ]
Mindustry
AnukenDev
Developer
AnukenDev
Publisher
2019-09-26
Release
Game News Posts:
30
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(18286 reviews)
Public Linux Depots:
- Mindustry Linux [63.89 M]
Create elaborate supply chains of conveyor belts to feed ammo into your turrets, produce materials to use for building, and defend your structures from waves of enemies. Play with your friends in cross-platform multiplayer co-op games, or challenge them in team-based PvP matches.
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Gameplay
- Create elaborate drills and conveyor designs to move resources into your Core
- Use production blocks to create a wide variety of advanced materials
- Build drones for automatically mining resources, assisting in building and protecting your base
- Distribute liquids and fight constant challenges, like outbreaks of fire or enemy flier raids
- Get the most out of your production by supplying optional coolant and lubricant
Campaign
- Advance through 12 replayable built-in zones with randomized spawn points
- Collect and launch resources
- Research new blocks to fuel progress
- Configure launch loadouts to bring resources to each zone
- Variety of mission objectives and goals
- Invite your friends to complete missions together
- 120+ technology blocks to master
- 19 different types of drones, mechs and ships
- 50+ achievements to complete
Gamemodes
- Survival: Build turrets to defend from enemies in tower-defense based gameplay. Survive as long as possible, optionally launching your core to use your collected resources for research. Prepare your base for intermittent attacks from airborne bosses.
- Attack: Build factories for units to destroy the enemy cores, while simultaneously defending your base from waves of enemy units. Create a variety of different types of support and offensive unit to assist you in your goals.
- PvP: Compete with other players on up to 4 different teams to destroy each other's cores. Create units, or attack other bases directly with your mechs.
- Sandbox: Play around with infinite resources and no enemy threat. Use sandbox-specific item and liquid source blocks to test out designs, and spawn in enemies on request.
Custom Games & Cross-Platform Multiplayer
- 12 built in maps for custom games, in addition to campaign
- Play Co-op, PvP or sandbox
- Join a public dedicated server, or invite friends to your own private session
- Customizable game rules: Change block costs, enemy stats, starting items, wave timing and more
- Mix&match gamemodes: Combine PvP and PvE gamemodes together
Custom Map Editor
- Paint terrain with an editor UI
- Edit and preview structures in-game
- Configurable tool modes: Change how each tool functions
- Powerful map generation system, with many different types of filters for procedural manipulation of terrain
- Apply noise, distortion, smoothing, erosion, symmetry, ore generation and random terrain to your maps
- Randomize and configure ore generation, as well as placement of river and resource tiles
- Configure enemy wave layouts
- Share exported maps on the Steam Workshop
- Customize base map rules
- Use 75+ different environmental blocks
MINIMAL SETUP
- Memory: 1 GB RAM
- Graphics: Anything with OpenGL 2.0 Support
- Storage: 100 MB available space
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