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The latest update to hybrid tower-defense sandbox factory game Mindustry is amazing

It's free, it's open source and it's absolutely awesome. Mindustry just had an almighty update bringing with it huge changes and it's just as awesome as ever.

Read the full article here: https://www.gamingonlinux.com/2020/12/the-latest-update-to-hybrid-tower-defense-sandbox-factory-game-mindustry-is-amazing

Mindustry 6.0 Released

After more than 9 months of development, 6.0 is finally here. There have been far too many changes to reasonably list here, so I'll go over the highlights.



Units


  • The unit system has been completely reworked
  • All unit sprites have been re-drawn and cleaned up
  • Many new unit types have been added
  • Player-specific pads and unit-specific factories have been removed
  • All units can now be created, commanded and controlled by players
  • 3 different unit factories: ground, air, and naval
  • Each unit factory can produce multiple types of units
  • Units can be moved into special tiered Reconstructor blocks to upgrade them
  • 6 unit branches: insect units, ground attack units, ground support units, air attack units, air support units, naval attack units
  • Each branch has 5 tiers, making 5*6 = 30 buildable units
  • Each core block has a special player-controlled flying unit type associated with it, resulting in a grand total of 33 total units




Campaign


  • Complete rework of the 5.0 campaign system
  • Everything takes place on a planet, where each hexagonal/pentagonal sector is a separate map that can be visited
  • 260+ procedural sectors, with 16 special "landing zone" sectors
  • Procedural sectors are optional for campaign completion, but landing zones are not
  • Most sectors have a certain number of waves that need to be survived in order to capture them
  • Other sectors may have enemy bases on them, which need to be destroyed for capture
  • Each sector will produce resources in the background even when you play in other sectors
  • Resources can be moved between sectors with Launch Pads
  • Sectors near enemy bases will be periodically invaded unless the enemy base is destroyed
  • "Global Resources" no longer exist - all research costs are taken directly from your pooled core resources
  • More planets will be added in the future




New Blocks & Mechanics


  • Added upgraded 3x3 versions of the Silicon Smelter, Separator and Overdrive Projector
  • Cores can now be upgraded to higher tiers
  • Added "Segment" point defense turret - targets and destroys incoming bullets
  • Added "Parallax" electric anti-air turret - pulls in enemy aircraft with a tractor beam
  • Added "Foreshadow" long-range railgun turret, for taking down bosses and armored units
  • Added "Tsunami" liquid turret - acts as an upgraded version of the Wave
  • Added Plastanium conveyors - stack items together, move them with high throughput
  • Added mud & dirt decoration blocks
  • Added slag liquid floor, can be pumped to obtain slag
  • Added space floor
  • Significant amounts of block balancing, bugfixes and tweaks




(Schematic above made by Highfire1)

Logic System


  • Added Processor blocks that execute commands in a loop
  • Processors use a very simple assembly-like language
  • Code can be written in-game with a visual editor, or imported from text files
  • Processors are capable of performing complex tasks, such as controlling units, reading block state, disabling/enabling buildings and outputting text to message blocks
  • Added Display blocks - can be used for displaying vector images from processors
  • Added Memory blocks - can be used to store numbers for internal processor use
  • Added Button block - can be linked and used as an input devices for processors
  • Examples of logic applications include automatic heat-sensing reactor controllers, unit transport systems, custom unit AI, visual power level displays, various types of games and more




Maps


  • Added 4 new maps for custom games
  • Added 5 types of weather: rain, fog, snow, sandstorm and sporestorm
  • Each type of weather has a certain effect on blocks or units
  • Added attack AI rule: when enabled, enemy cores will spawn units that build basic defense schematics
  • Added map rules for fire, schematic use, enemy light visibility, unit ammo mechanics, explosion damage and more
  • Added new filters in editor, to aid with procedural map generation
  • Added new editor filter options




General Changes


  • Added more music
  • Added more sound effects
  • Added community server groups
  • Improved most sprites and icons
  • Many small visual improvements
  • Added button to pan camera around map
  • New physics system
  • Made schematics save power node connections & message contents when copying
  • Many, many small QoL changes
  • A lot more stuff that I've probably missed


6.0 Progress Report #3

This is the third (and final) development update concerning 6.0, the next major update for Mindustry. For the second part, see here.

In terms of content, 6.0 is practically done. I've added all the units, blocks & new mechanics I had planned, and all that's left is balancing and further campaign implementation.

Current Progress


[h2]Units[/h2]

[h3]More T4/5 Units[/h3]

Finishing up the "boss" category, I've created T4 &T5 units for the support & naval unit production trees. Here are a few of them.

T5 naval unit (w/ on-board unit factories)

T5 "support" mech

T5 air support: does not have any weapons, but can be used as a mobile shield, resupply point & heavy unit transport. 4x4 blocks and most T5 ground units can be picked up and dropped near enemy bases.

[h3]Unit Control[/h3]



The unit command system has been changed. Now, any player-controlled unit can command units that are of the same type and of similar size.



Units under the command of players will mimic most of their actions - shooting, mining, building, item transfer and payload drops will be copied.



[h3]Unit Logic[/h3]

The logic system is now capable of controlling units. This can be used to do a number of things, including:

automated unit item transport systems

automatic building of blocks

custom AI that follows or guards certain players or structures

configurable mining setups

...and more.

[h2]Blocks[/h2]

[h3]Turrets[/h3]

Two new turrets have been added since the last development preview: the Tsunami and Foreshadow.


The Tsunami is a tier 2 version of the Wave turret. Like the Wave, it is able to put out fires and spray liquid projectiles at enemies, with debilitating status effects. As one might expect, it has higher range and increased damage.

The original implementation for this turret was made on Github by Slava0135, while the sprite was made by EyeOfDarkness.



The Foreshadow is a long-range sniper turret. While it is large and expensive to maintain, the range of its projectiles is far above that of any other turret. These projectiles do not pierce, and are intended to be a counter to large T4/T5 units.


[h3]New Terrain & Maps[/h3]

I've added a few new terrain blocks for mapmakers to use. These probably won't show up in the campaign, but they will be used in 4 new custom maps.

Dirt & Mud


Space


Slag

Dacite (previously known as Holostone, for some reason)



[h3]Better Replacement[/h3]

Most 1x1 blocks (e.g. power nodes, walls) will be replaceable with larger variants. Conveyors will now save their contents during upgrades, while batteries will save their contained power when being replaced.





Tentative Release Date


I've decided to set a more specific release date of December 1st, which will be in slightly more than a month from this post. This date isn't final - if something comes up, or I underestimate the amount of work needed, I may have to postpone release.

Mindustry, one of the best open source games around has a huge upgrade in testing

Mindustry, a game that mixes in Factorio with Tower Defence and then goes wild from there is a fantastic example of how good a free and open source game can be.

Read the full article here: https://www.gamingonlinux.com/2020/09/mindustry-one-of-the-best-open-source-games-around-has-a-huge-upgrade-in-testing

6.0 Progress Report #2

This is the second development update concerning 6.0, the next major update for Mindustry. For the first part, see here.

Many significant issues and bugs have been fixed since the last post. The game is now stable enough to play normally in multiplayer without game-breaking crashes or bugs, and most non-campaign content has been implemented. An alpha build may be released to a separate Steam branch in the coming couple of weeks.

Current Progress


[h2]Campaign[/h2]

[h3]Research & Resources[/h3]



Instead of being stored in a vague centralized location, all resources collected are now local to their cores on the ground. Resources cannot be "launched" anywhere except other sectors. This means that storage is limited by the amount of sectors you have captured, and the types of cores those sectors have.



Nearly all content is now required for research: Items, liquids and units have to be researched before they can be produced. While the amount of resources needed for research is significantly increased, this should not increase grinding, as all sectors under your control can passively generate resources while you play.

[h2]Units[/h2]

[h3]Walker Units[/h3]



Starting with Crawlers, a new branch of insect-like multi-legged units has been created.



Beginning with the second tier, these units are able to walk over most solid blocks. They specialize in sapping and splash-damage attacks. Spiroct and Arkyid units are able to pull enemies closer and leech health from them.



[h3]Naval Units[/h3]



3 tiers of naval units have been added. These are made in a special naval factory, place-able only on water.



Compared to other units of similar tiers, these units are much faster and stronger, to make up for their reduced coverage. T3 naval units possess long range artillery, which can be devastating to coastal structures.

T4+T5 naval combat units may be added as well. Support naval units are also a possibility for future updates.

[h3]Boss Units[/h3]

The "boss"-class units from 5.0 have all been re-implemented, renamed and cleaned up. New ones have also been implemented. The following previews should speak for themselves.



(yes, these units can be built in normal gameplay)

[h2]Logic[/h2]

The long-awaited logic system has been implemented. It is still missing some important features, but is currently very much usable.



This system is based around several tiers of processors, which execute instructions at different rates - similar to assembly language, in some respects, but vastly simplified.



Logic is "programmed" by putting together sequences of instructions that manipulate variables and read/write from blocks. No programming knowledge is required, although the "code" can be exported as text and edited in an external text editor.



Each processor can be "linked" to other blocks. The linked blocks become variables in the logic UI that can be controlled in various ways: for example, most blocks can be disabled to make them stop moving/functioning, and turrets can be manually set to fire at a specific position. Block state, such as item count or power balance can also be read by the processor.

In addition to processors, three new types of blocks have been added for logic-related purposes: displays, memory cells and switches.

[h3]Displays[/h3]



These can be used to display basic vector graphics when connected to a processor. Users have already made use of them for power and item visualization. Other applications, like graphical games, are possible as well.



Raster (typical PNG) images can technically be displayed as well, but with vector displays, the process is very inefficient and not practical outside of sandbox. The image shown here is drawn pixel-by-pixel using code generated from a PNG with an external script.

[h3]Memory Cells[/h3]

These act as additional, indexable storage for processors. Each cell holds a certain amount of numbers (currently, 64) which can be read and written to using numbers 0-63. If you've programmed before, this is like an array of numbers. Processors can link to the same memory cell, facilitating inter-processor communication.

[h3]Switches[/h3]



These are simple blocks that do nothing on their own, but can be toggled by the player in order to do something with a processor. For example, a processor can read the "enabled" state of a switch and use it to toggle a conveyor on or off.



Shown above is a multiplayer pong game, with inputs handled by switches. (The design shown was made by Xusk).

[h3]Limitations[/h3]

These processors are currently only able to control blocks. In the future, units will be controllable as well.

It is also worth noting that, to prevent various problems, processors can only read or write to blocks that are (manually) connected to them. Things such as self-replicating processor-powered bases are currently not possible, but may be in the future.

Release Time Frame


The new tentative release date for 6.0 is somewhere around December 2020. This may change if unexpected problems arise, but hopefully that should be enough time for me to finish everything planned for this release.