





v7 Progress Report
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.
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.
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.
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.
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.

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.
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.
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: [olist] 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.
[/olist]
Something had to be done. Thus, I have made the following changes:

Now, I know that this raises numerous questions, such as:
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:
Some examples of what can be done with world processors:
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.
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):
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:
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:
The block consumption system has been rewritten to allow for:
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 20:54:58 CET ] [ Original post ]
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.
Why is this update taking so long?
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.
When will v7 be released?
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.
When is the next pre-alpha/alpha/beta release?
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.
Units

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.
Blocks
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: [olist]
- 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.

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?
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.

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.
Weapon/Unit/Turret Animation System
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):

Weapons, Turrets and Units
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.

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:

Consumption & Generators
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

Drawing
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 20:54:58 CET ] [ Original post ]
Mindustry
AnukenDev
Developer
AnukenDev
Publisher
2019-09-26
Release
Game News Posts:
30
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(18598 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.
![]()
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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