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Mindustry News

Build 148 (Beta)

  • Fixed info button in tech tree not being clickable
  • Fixed stats for Scathe not displaying correctly
  • Fixed liquid transportation blocks being too explosive when full
  • Fixed moving a build plan always moving it to the front
  • Removed tar fields requirement for Plastanium Compressor research
  • Various minor map fixes for Origin, Sea Port and Extraction Outpost
  • Added support for named colors in logic with %[colorname]
  • Added sensors for display size and draw buffer size
  • Added tiled logic display block
  • Reverted bridge cost increase
  • Made Fungal Pass a requirement for T2 units
  • Rebalancing of Erekir turret ammunition

Build 147.1 (Beta)

  • Added tooltips for additional information about difficulty modifiers
  • Added experimental rule for RTS AI in Serpulo (likely to be buggy)
  • Added logging for OpenGL errors
  • Reduced research cost for various T1 unit factories and units on Serpulo
  • Fixed various minor map issues
  • Fixed compatibility with Java 8 / 32-bit version not launching
  • Fixed various crashes
  • Fixed player being able to rebuild locked derelict blocks
  • Fixed player names in minimap scaling with zoom
  • Fixed local games not being discoverable

Build 147: v8 Beta Release

This is a beta release of v8. It does not contain any new Neoplasm faction content - that will be included in a future beta release.

With over a year since last release, this version has a massive amount of changes. Here are the highlights.

[h2]Campaign[/h2]

  • Overhaul of Serpulo campaign, with many new user-submitted maps and reworks of existing ones
  • Difficulty modifiers for the campaign
  • New launch pad mechanics - a landing pad is now required to receive resources
  • New functionality for the Interplanetary Accelerator (still a work in progress)
  • The tech tree can now be viewed in multiplayer for other players
  • Core database tabs for different planets (or mods, should they choose to support it)
  • Unique icons for sectors in the tech tree


[h2]Units[/h2]

  • New unit stances for patrolling, holding fire, queuing commands, and more
  • New unit commands for looping payload unit transfer, moving into payload blocks, and more
  • A new pathfinding implementation for units with enhanced performance and reduced unit jams
  • Command group hotkeys for units
  • New visuals for unit command selection


[h2]...and more[/h2]

  • New functionality that enables repairing derelict blocks
  • Several new utility & production blocks for Erekir
  • A new UI for editing terrain in-game
  • New ammo types for Erekir turrets
  • Balancing & visual improvements for Serpulo turret ammo
  • Instructions for displaying text and applying drawing transformations for logic processors
  • A new system for displaying arbitrary in-game textures or shapes in maps with world processors
  • New UI for easily managing world processor scripting in maps
  • Many various new features for logic blocks, especially world processors
  • Significant rendering performance optimizations


[h2]Using the Beta[/h2]

To opt-in to the beta, right-click Mindustry in your games list, select Properties -> Betas, and select v8-beta in the drop-down menu. Keep in mind that this is a beta, and as such, game-breaking bugs may commonly occur.

As an added note: If you would like to use the very latest Mindustry version available, select the bleeding-edge branch instead. This branch can be extremely unstable, and may update many times a day. Save corruptions, startup crashes and many other serious bugs may occur. Most users should use the v8-beta branch instead.

Build 146

  • Fixed 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 145

  • Fixed 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