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Build 154 (Beta) - Major Audio Rework

This release includes a complete sound rework for most units and blocks, with a focus on Serpulo content. The audio engine has also been improved to handle more simultaneous sounds without cutting off playback.

This release also removes the Serpulo background wave simulation system - if you are not on a sector that is under attack, it will no longer be updated. You will still receive items and exports for sectors that are not currently under attack.

I am aware that this may be controversial, but the 'wave simulation' system has always easy to cheese, generally inaccurate, and flimsy at best. Sectors will frequently be lost even when defenses seem sufficient, or captured even when defenses are clearly inadequate. Invasions have been disabled by default to account for this change.

Full changelog:

  • Made Beta's guns no longer rotate
  • Improved Scepter's secondary weapon visuals and damage
  • Made Ripple fire half as frequently with ~2x the damage per shot
  • Removed Flare spawners from Omura (they were annoying and useless for its tech tier)
  • New Flare attack patterns and AI, with a return to older v5 circling behavior - surprisingly, about 85% of the community voted to approve this change in the Discord
  • Increased shale's oil production attribute value
  • Reduced research costs for higher tier units on Serpulo
  • Removed the background wave simulation system - sectors with waves that are not being played on will be frozen in time, and will not produce items
  • Disabled Serpulo sector invasions by default - this system will likely be removed or reworked entirely in the future
  • Enabled core incineration by default
  • Increased active sound cap (32 -> 100)
  • Limited sounds to a maximum of ~6 per type (one sound can't drown out all the others)
  • Complete rework of most sounds in the game, with a focus on Serpulo units and turrets
  • Added a large amount of new sounds to blocks/units/functions that were lacking them
  • Added movement sounds for most units
  • Renamed most sound effects - while this will break mods and logic, it was necessary, as the old sound naming scheme was an incomprehensible mess
  • Many minor bugfixes, crash fixes and improvements for the data patch system
  • Fixed logic insert line button not working properly
  • Fixed Intel GPUs not being detected properly on Windows


Hotfix 154.2:

  • Nerfed Flare damage and range significantly
  • Increased liquid capacity of many blocks based on consumption rate
  • Fixed a possible crash
  • Increased Java mod minGameVersion due to new sound effect name changes

Build 153 (Beta)

The highlight of this release is a new system for patching stats of content on servers and maps. This system will allow players to customize health, requirements, recipes, weapons, bullets, etc. individually. This is not a replacement for modding, as it does not allow adding new assets or content, but it does allow making major changes to the way the game is played and balanced.

Read more about it here: https://mindustrygame.github.io/wiki/contentpatches/

  • Fixed certain campaign maps always resetting after sector loss
  • Fixed unit assembler clogging in certain conditions
  • Fixed overlay floors under liquids not being removed when placed over in the editor
  • Fixed Sublimate not firing correctly at low liquid flow rates
  • Fixed planet normals displaying incorrectly on OpenGL 2 devices
  • Fixed default planet mesh displaying as a mess in mods
  • Updated many different campaign submissions for Serpulo
  • Added a sector attempt counter
  • Added a button to insert instructions between lines in the logic editor
  • Added the core database button to the pause menu on mobile
  • Made rotation of certain buildings stay constant when dragged as a line
  • Buffed Quasar and Pulsar units
  • The Thorium Reactor block now outputs heat (for mixtech)

Build 152 (Beta)

  • Fixed bound unit not saving in logic blocks
  • Made water extractor less effective on charred stone tiles
  • Made turrets rotate-able during placement
  • Made Mindustry use a OpenGL 2 context on Intel GPUs as a possible workaround for a driver memory corruption bug (see Github issue #11041)
  • Made remove ore/wall 'blocks' always show up in in-game editor results
  • Disabled shooting in the editor
  • Added buttons for toggling map layers in the editor
  • Many various community-submitted Erekir unit balancing adjustments (see Github PR #11184)
  • On Erekir, launch location will now be selected based on items required, to reduce confusion
  • Added 30+ procedural attack sector replacement submissions from the community - these are currently untested, please leave feedback on the relevant threads from the in-game link
  • When losing a sector on Serpulo, all player structures from the previous run now become derelict
  • On Serpulo, derelict structures and plans from previous runs are now always carried over, even when a map has a world processor in it
  • Removed thorium from sector 218 on Serpulo (in the future, it will be replaced by a hand-made sector)


[h3]152.1 hotfix notes:
[/h3]

  • Fixed turrets not being rotated clientside when placed on servers
  • Fixed turrets not rotating the correct way during construction
  • Fixed derelict structures not functioning properly after being repaired
  • Fixed liquid junctions not being place-able on edges of deep water
  • Fixed infinite items being enabled in a hidden sector

Build 151 (Beta)

  • Deprecated 32-bit Windows version (please switch to a 64-bit install!)
  • Added 'rune' decorative tiles for use in the campaign
  • Added 3 new environmental metal wall blocks and 1 new metal floor block
  • Added support for selecting multiple buildings in command mode at once
  • Added editor support for colored floor/wall configuration
  • Removed "walls to cliffs" button
  • Added support for filling regions with cliffs using fill tool mode
  • Added support for painting floors under certain liquids in editor
  • Fixed colored floors/walls not being filled or mirrored properly in editor
  • Fixed player not being able to command units properly when dead
  • Fixed campaign games continuing even after core destruction
  • Fixed bullets spawning backwards at low FPS values
  • Fixed block configurations in schematics changing when item/block IDs change
  • Fixed dead buildings being readable/writable in logic
  • Fixed NaN being a possible value in logic
  • Improved precision of stats displayed in core database
  • Updates to Planetary Launch Terminal and Geothermal Stronghold submissions
  • Many various changes to Erekir turret stats

Build 150.1 (Beta)

  • Changed planet launch UI visuals slightly to indicate origin sector more clearly
  • Added a hint for un-researched unit upgrades
  • Added previews of incoming links for Erekir bridges
  • Made enemy spawn positions update when edited in-game through world processors or scripts
  • Increased Breach tungsten ammo multiplier 1 -> 2
  • Fixed scaling of server headers in server list
  • Fixed possible duplication of servers in server list
  • Fixed teams in logic not being sense-able