1. Mindustry
  2. News

Mindustry News

Build 126 Released

  • Various 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 Released

  • Fixed 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 [Contributed by @TranquillyUnpleasant]
  • 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 Released

  • Fixed 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 Released

As 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 [Steam]
  • 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 Changes

In 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.