





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 18:20:26 CET ] [ Original post ]
- Mindustry Linux [63.89 M]
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
- Memory: 1 GB RAM
- Graphics: Anything with OpenGL 2.0 Support
- Storage: 100 MB available space
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