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Mindustry

 
Build 146Sep 3, 2023 - Community AnnouncementsFixed 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 Build 145Jun 19, 2023 - Community AnnouncementsFixed 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 Build 144.2May 21, 2023 - Community AnnouncementsOptimized 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 Build 144May 11, 2023 - Community AnnouncementsFixed "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 Build 143.1Apr 8, 2023 - Community AnnouncementsFixed 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 Build 143Mar 31, 2023 - Community AnnouncementsFixed 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 Build 142Feb 21, 2023 - Community AnnouncementsAnother 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 Build 141Jan 12, 2023 - Community AnnouncementsThis 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 Mixing factory management, Tower Defense and RTS - Mindustry 7.0 is out nowNov 15, 2022 - GamingOnLinuxEasily one of the best open source games around, Mindustry from AnukenDev just had a MASSIVE new release out that took quite some time to make. Read the full article here: https://www.gamingonlinux.com/2022/11/mixing-factory-management-tower-defense-and-rts-mindustry-70-is-out-now Mindustry 7.0 ReleasedNov 11, 2022 - Community Announcements7.0, 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. {STEAM_CLAN_IMAGE}/35810448/87a1a13be0143658bc9ddb5bdb2eb6451ad7515c.png 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 {STEAM_CLAN_IMAGE}/35810448/58c2b0d90386df69d2dea94ea752dd26c0c9353b.png 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 {STEAM_CLAN_IMAGE}/35810448/edb5e3dc37ec973bdf92742a97a3fbbee1c631df.png 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 {STEAM_CLAN_IMAGE}/35810448/8bcb5bbb83d2f32a2a0d11cae9050a0db5907935.png 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 {STEAM_CLAN_IMAGE}/35810448/0e985dd09dbcbe5ede4e559bb4eaedcccd07149d.png 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 bu...Mindustry v7 Beta + Full Release DateOct 4, 2022 - Community AnnouncementsThe 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). Switching to the Beta To use this beta version of Mindustry, right-click Mindustry in your library, click Properties -> Betas and select v7-testing from the dropdown box. {STEAM_CLAN_IMAGE}/35810448/d6a628093cbc0f4afa28e9af52e86b7835303486.png 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.Build 136: Erekir Alpha ReleaseJul 16, 2022 - Community AnnouncementsThe first Erekir build is finally here. https://i.imgur.com/Wzy0ALt.gif 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: https://i.imgur.com/IyUGfuP.gif - 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 https://i.imgur.com/kK5PrWL.gif The old command center and formation mechanics have been replaced with a 'RTS' command system. Holding 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. https://i.imgur.com/ax3pfTJ.png v7 Progress ReportMar 10, 2022 - Community AnnouncementsIntroduction 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 https://i.imgur.com/1runP3l.gif The T1 core, and its corresponding core unit. This unit can repair blocks, but does not have any offensive capability. https://i.imgur.com/hdSnctu.gif Shielded walker unit. Only blocks projectiles from the front. Very much WIP - weapons and legs will likely undergo significant changes prior to release. https://i.imgur.com/EyPLjW4.gif Small insect-like unit. No special abilities. Demonstrates a new unit animation system. https...Build 127: v7 Pre-Alpha Now AvailableJun 25, 2021 - Community AnnouncementsBuild 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 Build 126.2 ReleasedMar 29, 2021 - Community AnnouncementsFixed 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 Build 126 ReleasedMar 5, 2021 - Community AnnouncementsVarious 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 Build 125 ReleasedFeb 16, 2021 - Community AnnouncementsFixed 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 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 For Build 125.1: Fixed player health bar glitching out at negative health Fixed large power nodes sometimes not connecting to placed blocks Made unit payloads draw with correct cell colors Made all mods automatically get disabled upon client startup crash can be disabled in settings Decreased impact reactor explosion radius Decreased projectile building splash damage for smaller radii Decreased splash damage radius for many various projectiles Logic: Added tooltips for draw operations Logic: Made invalid sensors for units return `null` Mods: Stricter null checks for JSON mod objects Mods: Added support for `abilities:` and `requirements:` in JSON unit definitions Mods: Added support for `DrawBlock` parameters in JSON Mods: Added support for FQCNs and modded class types in JSON Build 124 ReleasedFeb 7, 2021 - Community AnnouncementsFixed 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! Build 123 ReleasedJan 20, 2021 - Community AnnouncementsAs 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 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 Build 121: Campaign Co-op ChangesDec 6, 2020 - Community AnnouncementsIn 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.