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Mindustry News

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.

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.