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Mindustry News

Build 143

  • Fixed 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 142

Another 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 141

This 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 now

Easily 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 Released

7.0, 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.



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




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




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




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




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 bugfixes and minor QoL changes to Mindustry. I do not plan on "ending updates" anytime soon, but right now, I need a break from any sort of significant content development.

There are still a few loose ends in the Erekir content. Those of you who have dug through the game files will know that there are several unused liquids, items, blocks and units. These may be expanded upon with future updates... eventually. I can't give any timeframe for when this will happen.

In the meantime, there is still plenty of community content in the form of new side-maps that can be inserted into the campaign.

Special thanks to the community members who helped create maps for use in the campaign:

  • Mechanicalfish
  • ThatOneBepis
  • hhhi17