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The Bulk Industries Update

Bulk Industries
[p]The Bulk Industries update is here with the following new buildable objects:[/p]
  • [p]Vertical Bulk Sorter[/p]
  • [p]Walled Conveyors[/p]
  • [p]Ore Overflow Splitter[/p]
  • [p]Shaker Table[/p]
  • [p]Roller Conveyor Slope[/p]
  • [p]Roller Sorter[/p]
  • [p]Turbo Drill Bit & Hardened Drill Bit for the Rapid Auto-Miner[/p]
[p][/p][h2]Vertical Bulk Sorter[/h2][p]The newest sorting device. It's large, but it can handle a lot of incoming resources. It has a main passthrough output and two filtered outputs.[/p][p][/p][h2]Shaker Table[/h2][p]The first of potentially many uses for coal. This machine inputs coal, and has a chance to produce Diamonds or the new Ruby Gem[/p][p][/p][h2]New Rapid Auto-Miner Drill Bits[/h2][p]There are two new drill bit types for the Rapid Auto-Miner[/p][p][/p][h3]Turbo Drill Bit[/h3]
  • [p]Produces a TON of ore very quickly, but only lasts for 2 minutes[/p]
  • [p]Can not produce gems[/p]
[h3]Hardened Drill Bit[/h3]
  • [p]Slower than the standard Rapid Auto-Miner Drill Bit, but lasts forever[/p]
  • [p]Still faster than the Auto-Miner Mk1, but doesn't produce gems[/p]
[h3]Standard Drill Bit (original)[/h3]
  • [p]Faster than the Auto-Miner Mk1, but doesn't produce gems.[/p]
  • [p]Breaks after 10 minutes[/p]
[p][/p][h2]Improved T-Junction[/h2][p]Previously the T-Junction was pretty bad at splitting ore because it was purely physics based. If all your ore was on the left side of the conveyor, it would all go to the left.[/p][p]This still happens a little, but I did some tweaks to the physics to hopefully make it split slightly more evenly (However, it's still heavily influenced by which side of the conveyor belt the objects are on)[/p][p][/p][h2]Broken Quests[/h2][p]Many people were experiencing an issue where some resources they deposited were not counting towards the quests. This wasn't a bug. If you had multiple quests that required the same resource (for example Iron Rods), then the Iron Rods you deposited would only count towards the first quest, until you got all the Iron Rods for that quest. Then it would starting towards the next quest.[/p][p]This was confusing, so we changed it. Now, if you deposit resources, it will count towards ALL your active quests, instead of just one. [/p][p][/p]
Version 0.1.1.0 released:
  • [p]Added new Shaker Table Machine[/p]
  • [p]Added new Vertical Bulk Sorter[/p]
  • [p]Added new Walled Conveyors[/p]
  • [p]Added new Ore Overflow Splitter[/p]
  • [p]Added new Roller Conveyor Slope[/p]
  • [p]Added new Roller Sorter[/p]
  • [p]Added new Turbo Drill Bit & Hardened Drill Bit[/p]
  • [p]Reworked Research Tree layout & prices[/p]
  • [p]Updated Roller Conveyor Straight & Rolling Conveyor Ledge to be unlocked via Research instead of Quest[/p]
  • [p]Updated Research Tree items to become unlocked when ANY of their prerequisites are researched instead of ALL of them[/p]
  • [p]Updated T-Junction to split resources more evenly (still heavily physics based)[/p]
  • [p]Updated deposited resources to count towards all active quests with the same requirement, instead of only 1[/p]
  • [p]Updated Sorters to be slightly faster when sorting large objects[/p]
  • [p]Updated Crates to act the same as Filter Baskets for Magnet & clearing ore[/p]
  • [p]Changed Magnet Tool "Resources not in Filters" text to "Resources not in filter baskets"[/p]
  • [p]Reduced Rapid Auto-Miner research ticket cost from 3 to 2[/p]
  • [p]Reduced requirements for the Ore Mogul quests from 5000 to 2000[/p]
  • [p]Reduced requirements for "Master of Pipes", "Master of Rods", & "Master of Plates" quests from 400 to 300[/p]
  • [p]Reduced price of Tier 2 Splitter from 4 research tickets to 2[/p]
  • [p]Fixed UI sounds playing in 3d instead of 2d[/p]
  • [p]Fixed Discord button not working in the pause menu[/p]
  • [p]Fixed ingots getting stuck randomly sometimes on some conveyor pieces[/p]
  • [p]Fixed Drill Bits not saving which Rapid Auto-Miner they're attached to[/p]
  • [p]Other minor bug fixes & tweaks[/p]
[p][/p][h2]Future Thoughts:[/h2][h3]The inventory is too small[/h3][p]The current inventory size is getting pretty small for the amount of items in the game now.[/p][p]We plan to make it bigger in a future update.[/p][p][/p][h3]Replacing Conveyors is annoying[/h3][p]Currently if you want to switch from a regular conveyor to a walled conveyor, you need to manually pick up the old conveyors and replace new ones. This is really annoying and will be improved in a future update. Ideally you should just be able to replace the old conveyors with new ones.[/p][p][/p][p]Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.[/p]

The "No more lost" Update

[h2]Lost in the cave[/h2][p]It was pretty easy to get lost in the cave before. There's no map or compass or anything to help with navigation. So, we added these new Arrow Sign Posts as a cheap default unlock. You can also write text on them[/p][p][/p][h2]Better Rapid Auto-Miner[/h2][p]The Rapid Auto-Miner was about twice as fast as the regular Auto-Miner, but it has a variable speed, so it's hard to tell. Sometimes it's slower, but usually it was faster. However, it seemed really underpowered.[/p][p]It's been updated to produce ore faster, and the Drill Bit now lasts 10 minutes instead of 7.5[/p][p][/p][p]We want to improve this more in the future. We'll make it easier to tell how much time is remaining, and also add new Drill Bit types (as seen above) [/p][p][/p][h2]Higher FPS[/h2][p]The FPS was already pretty good IMO, given you can have 1000+ real physics objectives active at a time. But I found some more optimizations I could do with the conveyor belt logic. Ideally, everything should function the exact same as they did previously, but FPS might be slightly higher with very large factories.[/p][p]Please let me know if you notice any differences in fps or see any weird new physics behaviors!

This update also includes a VSync option, so if you had weird fps issues before, try turning VSync on or off.[/p][p][/p][h2]Key binds and Translations and Achievements[/h2][p]These are some of the most asked about things. I want to add key binds very soon.[/p][p]Language translations will come less-soon, but still "soon". I'm not sure exactly when, but I know they're very important. Currently the game is only in English.[/p][p]We also want to add Steam Achievements at some point. Probably as part of a future major update.[/p][p][/p][h2]Bigger Cave[/h2][p]Personally, I enjoy the puzzle aspect of having to build in the limited space. But I understand that's not for everyone. Some people just want to build unrestricted! So, we'll probably be adding buyable TNT that you can use to blow up some of the stalactites / stalagmites / other rocks around the cave to free up some space for your factory.[/p][p]This will become even more important as we add more new machines in future updates. We might also add more maps in the future, but I think that's a long ways away.[/p][p][/p][h2]Version 0.1.0.3 released: [/h2]
  • [p]Added New Arrow Sign Post with editable text![/p]
  • [p]Added VSync and FPS Limit settings[/p]
  • [p]Added unlocked item descriptions to the Quest & Research trees[/p]
  • [p]Added "View Roadmap" button to main menu[/p]
  • [p]Added "Force Unlock Cursor" accessibility option[/p]
  • [p]Added a few more Broken Drill Bits hidden around the map (only applies to new saves)[/p]
  • [p]Optimized conveyor logic a bit more, hopefully improving fps slightly[/p]
  • [p]Increased Rapid Auto-Miner mining speed[/p]
  • [p]Increased Rapid Auto-Miner drill bit time from 7.5 minutes to 10 minutes[/p]
  • [p]Updated Rapid Auto-Miner drill bit description to say how long it lasts[/p]
  • [p]Updated "Scavenger Hunt" quest description to say you can get broken drill bits from the rapid autominer[/p]
  • [p]Updated Quest/Research info panels to be a bit wider[/p]
  • [p]Updated polishing machine description to say that it gets dirty if you run raw ore through it[/p]
  • [p]Reduced polishing machine time to polish from 1.75 seconds to 1.5 seconds[/p]
  • [p]Fixed "Cancel" button when creating a new game being hard to press[/p]
  • [p]Fixed some cases of ingots falling through the floor if there isn't a conveyor in front of the blast furnace[/p]
  • [p]Fixed some cases of purchased machine boxes getting stuck in the elevator shaft[/p]
  • [p]Fixed some cases of ore phasing through the angled chutes if falling from high up[/p]
  • [p]Fixed ore not being grabbable sometimes if it was grabbed by a grabber arm, then moved through a conveyor belt before being dropped[/p]
  • [p]Fixed random news articles appearing in the in-game news feed (It should only be our Steam update posts)[/p]
[p][/p][h3]HO HO HO!!!!!![/h3][p]The large man is preparing his list, and checking it three times! Looks like he will need A TON of coal to deliver to naughty moguls soon! Coming in a future update![/p][p][/p][p]Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.[/p]

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I'm a real sucker for the beautiful automation of a well-oiled Satisfactory base. Seeing all your carefully engineered solutions ticking along efficiently is an incredibly rewarding feeling, and a big part of why Coffee Stain's creation is one of the best sandbox games around. However, it's mostly a surface offering, save for a handful of caves, and sometimes I crave the mines. Enter MineMogul, which is all about the kind of industrial tunneling you'd associate with Minecraft or Terraria, but with that automation loop layered lovingly on top, and it's not afraid to embrace a little chaos as a result.


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Chaotic new sandbox game MineMogul casts the automation of Satisfactory across vast, Minecraft-style tunnel networks

I'm a real sucker for the beautiful automation of a well-oiled Satisfactory base. Seeing all your carefully engineered solutions ticking along efficiently is an incredibly rewarding feeling, and a big part of why Coffee Stain's creation is one of the best sandbox games around. However, it's mostly a surface offering, save for a handful of caves, and sometimes I crave the mines. Enter MineMogul, which is all about the kind of industrial tunneling you'd associate with Minecraft or Terraria, but with that automation loop layered lovingly on top, and it's not afraid to embrace a little chaos as a result.


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Faster Sorters

[h3]We made the sorters faster[/h3][p]The sorter speed was based roughly on how fast it takes items to travel on the conveyor belts in a single file line. I didn't think it would be possible to make it any faster without causing weird physics interactions, but it worked![/p][p]We might also be adding a new Tier 2 sorter in the near future 😉[/p][p][/p][h3]Version 0.1.0.2 released: [/h3]
  • [p]Increased sorter speed from an average of 2 per seconds up to 2.5 per second (depends on the size of the object)[/p]
  • [p]Fixed ore getting stuck in the sorter randomly and not passing through[/p]
  • [p]Fixed resources always counting towards the first quest with that requirement, even if that requirement is already completed[/p]
  • [p]Fixed ore pieces appearing to roll the wrong direction up slopes[/p]
  • [p]Fixed crushed ore sometimes stopping moving on the edge of the sloped up conveyors[/p]
  • [p]Fixed Tier 2 splitter having incorrect output snapping[/p]
  • [p]Fixed some coal renderers visually clipping through machines sometimes[/p]
[p][/p][p]Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.[/p]