1. Mindustry
  2. News

Mindustry News

Build 127: v7 Pre-Alpha Now Available

Build 127, the first pre-alpha release of v7, is now available on the v7-testing Steam branch.

To opt in, right click Mindustry in your Steam library, then click Properties -> Betas -> Select v7-testing in the drop-down box.

Note that this is a highly incomplete version of v7. Most content planned for v7 is unfinished, and will not be included in this release!

Ideally, this version should be more stable than 126, but without a release, I cannot say for certain.
The current "stable" version (126.2) contains severe bugs & balancing problems that have been addressed in this release. Due to these issues, I may have to split the v7 update into two different parts; whether or not such a split release happens at all depends on how long it takes me to finish the "interplanetary" v7 content.

Consult the Mindustry Trello for more information on plans for the full v7 release.

Changelog


  • Countless bugfixes
  • Countless unit & turret balancing tweaks
  • Optimized fire visuals
  • Made mass driver output speed more FPS-independent
  • Made phase bridges overdriveable & more reliable at lower FPS values
  • Reorganized core items & guardian bar UI
  • Added red outline for guardian units
  • Added more options to editor filters
  • Added editor filter copy-paste buttons
  • Added display of current status effects to Ui
  • Added 5 new support naval units
  • Added payload void & source for sandbox
  • Added a payload mass driver equivalent
  • Added polygonal core protection rule
  • Added core-capture rule for PvP/attack maps
  • Added one experimental core-capture PvP map
  • Added lights for most effects & bullets
  • Added new T2 repair point
  • Added controls to deposit current unit into payload block directly
  • Added schematic tags
  • Added client-side "ghost building" sync when playing multiplayer
  • Campaign: Reorganized sector icon selector, added support for content sector icons
  • Updated packaged Java version to 16
  • Made units unstackable in most situations
  • Mods: Support for loading classes from other JARs as dependencies
  • Mods: various API changes, see https://mindustrygame.github.io/wiki/modding/7-migrationv7/ for details
  • Logic: Added inverse trig operations
  • Logic: Added content ID lookup & wait instructions
  • Lots of other stuff I probably missed

Build 126.2 Released

  • Fixed bridges being planned without unlock in campaign
  • Fixed player moving slower on servers with status effects
  • Fixed player not respecting formation speed on servers
  • Fixed separators consuming power when idle
  • Fixed logic blocks not saving buildings on reload
  • Fixed rare door placement crash
  • Fixed logic units being able to take/remove items from any team block
  • Improved power node link preview
  • Reduced Nova range slightly
  • Added list of status effects to core database
  • Added status effect display to bullets (icons contributed by @sk7725)
  • Added block info keybind
  • Added bullet stats for continuous laser turrets (e.g. Meltdown)
  • Made bridges autolink when dragging multiple lines
  • Disabled logic unit building for servers by default
  • Internals: Removed all code for disposing resources on exit; this should be handled by the OS now
  • Logic: Made `dead` sensor return 1 for `null`, to simplify validity checks
  • Logic: New text parser; supports defining and jumping to labels with `name:` instead of numbers
  • Logic: Added support for negative draw coordinates
  • Logic: Disabled packets for config; may desync, but will help reduce lag
  • Campaign: Various tweaks to make background simulation more accurate

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!