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Mindustry News

Build 151 (Beta)

  • Deprecated 32-bit Windows version (please switch to a 64-bit install!)
  • Added 'rune' decorative tiles for use in the campaign
  • Added 3 new environmental metal wall blocks and 1 new metal floor block
  • Added support for selecting multiple buildings in command mode at once
  • Added editor support for colored floor/wall configuration
  • Removed "walls to cliffs" button
  • Added support for filling regions with cliffs using fill tool mode
  • Added support for painting floors under certain liquids in editor
  • Fixed colored floors/walls not being filled or mirrored properly in editor
  • Fixed player not being able to command units properly when dead
  • Fixed campaign games continuing even after core destruction
  • Fixed bullets spawning backwards at low FPS values
  • Fixed block configurations in schematics changing when item/block IDs change
  • Fixed dead buildings being readable/writable in logic
  • Fixed NaN being a possible value in logic
  • Improved precision of stats displayed in core database
  • Updates to Planetary Launch Terminal and Geothermal Stronghold submissions
  • Many various changes to Erekir turret stats

Build 150.1 (Beta)

  • Changed planet launch UI visuals slightly to indicate origin sector more clearly
  • Added a hint for un-researched unit upgrades
  • Added previews of incoming links for Erekir bridges
  • Made enemy spawn positions update when edited in-game through world processors or scripts
  • Increased Breach tungsten ammo multiplier 1 -> 2
  • Fixed scaling of server headers in server list
  • Fixed possible duplication of servers in server list
  • Fixed teams in logic not being sense-able

Build 150 (Beta)

The highlight of this build is the re-structuring of Serpulo sectors to align with their position in the tech tree. Instead of jumping to random positions all over the planet, you will be gradually expanding your territory, starting from Ground Zero. Any previous 'preset' sector saves should be migrated to their new positions on the map.

I am aware that not everyone will agree with this change, but I firmly believe that it is necessary, for the following reasons:
  • Placing sectors next to each other makes it far easier to see where the player should go next. Historically, some players have experienced difficulty figuring out where to go early on in their campaigns.
  • Only being launch to adjacent preset sectors (as opposed to halfway across the planet) makes logical sense, and aligns them with the mechanics of procedurally generated sectors.
  • Having most sectors close to each other makes it far easier to see all the territory one has captured.


To be clear: I will not be reverting this change, nor will I be adding any options to switch between the new and old layouts. Maintaining two different planet layouts (and making sure both of them play well with newly added sectors) is not viable.

Note that this rework is not complete. There are plans to add special hand-made sectors on the far side of Serpulo, among other things. The Erekir campaign will also need a similar rework in the future.

For those interested, map submissions for the new Serpulo base sectors are now open on the Discord - see the #serpulo-sectors channel. In the future, all the procedurally generated sectors will be replaced with ones made by the community.

Detailed changelog:

  • Complete reorganization of Serpulo campaign layout and sector tech tree; preset sectors are now adjacent
  • Made sector icons show up on map
  • Moved procedural attack sector positions
  • Made dark areas of Serpulo emit light based on player/enemy structure presence (note: you must enter a sector in order for its light coverage to update)
  • Made procedural sectors on Serpulo now require a Foundation core to prevent sequence breaking
  • Added unfinished enemy base sectors to the far side of Serpulo - these are currently procedural nonsense, but will be replaced with user-made maps in a future update
  • Made "select all units" ignore Mono units
  • Added support for multiple unit stances at once
  • Added support for specifying multiple ores to mine for units
  • Made enemy wave AI detect and avoid unit clogs in certain situations
  • Made the editor display a more accurate version of the map
  • Added new metal tiles for future Serpulo maps
  • Added colored floor/wall blocks for custom maps
  • Added character overlay tiles
  • Added an achievement for killing a unit with a mass driver bolt
  • Added a setting for detaching the camera
  • Added a key for toggling unit debug hitboxes
  • Added a rule for filling the core with items
  • Reduced damage of Arc against shields
  • Reduced flying unit crash damage by 50%, and wreck health by 75%
  • Made mass driver bullet damage/explosiveness depend on items carried
  • Various balancing adjustments to make payload distribution more viable on Erekir
  • Made Quell missiles temporarily invincible
  • Fixed miner units sometimes searching for ores far away from the core
  • Fixed a freeze caused by broken logic spawning explosions
  • Fixed installs of multiple mods causing a redundant dependency dialog to appear
  • Fixed legged units drowning due to incorrect pathfinding
  • Fixed research button not being clickable on some devices
  • Fixed visual discontinuity line on Serpulo (and modded planets)
  • Made the server list cache itself as a file in case of unstable network conditions
  • Added selection of attack wave spawn position by commanding cores in editor
  • Made logic-controlled units unselectable again
  • Made tileable logic displays have an offset to account for the frame, similarly to standard displays
  • Added support for reading characters from strings and message blocks in logic
  • Added support for reading/writing to canvas blocks in logic
  • Added 'select' (ternary) logic operation
  • Made text align a constant variable instead of static instruction field

Build 149 (Beta)

  • Fixed various errors related to pathfinding
  • Fixed a map editor crash
  • Fixed naval units in waves ignoring walls when pathfinding
  • Fixed RTS AI building up units infinitely in many cases
  • Fixed campaign not saving wave state when game is closed
  • Fixed overdrive state not saving
  • Improved visual interpolation of unit-based missiles on servers
  • Many various balancing changes to Erekir power blocks and turrets
  • Added Frozen Forest completion requirement to silicon smelter
  • Added a search bar to the keybind dialog
  • Added a new system for mods to register their own keybinds (existing mods utilizing vanilla keybinds will break)
  • Added a way to manually select ores for units with mining capabilities
  • Added mining command capabilities to Pulsar/Quasar
  • Added stats for item throughput for item bridges
  • Added a reset button to logic processors
  • Allowed selecting/commanding units that are bound by logic processors
  • Selected units now display all available stances/commands, even if they are not shared across all units

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