Mindustry

The automation tower defense RTS

GPL-3.0 License

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Mindustry - 7.0 Build 146 Latest Release

Published by Anuken about 1 year ago

  • Fixed a variety of issues with unit & block cost multiplier rules
  • Fixed many various crashes
  • Fixed various Steam achievements not triggering
  • Fixed pathfinding not being able to path through solid enemy blocks
  • Fixed naval units sometimes attempting to pathfind through land
  • Fixed game data not exporting with large saves on iOS
  • Fixed water tiles with space background resulting in a black background
  • Fixed internal legacy blocks being logic constants
  • Fixed power node double-click leading to interaction rate limit triggering
  • Fixed units sometimes being unkillable
  • Fixed units with long paths sometimes recalculating forever
  • Fixed serious issue with player units getting bugged in certain maps with puddles
  • Fixed Neoplasia reactor sometimes not exploding
  • Fixed units randomly dying when hitting corners
  • Fixed piercing bullets permaturely hitting blocks "under" bullets
  • Fixed missiles dealing double damage to units
  • Fixed FPS not limiting accurately
  • Added setting to disable all lighting
  • Added logic unit autoPathfind command (default wave pathfinding)
  • Made logic unbind command set @unit to null
  • Made "any" environment accessible outside of sandbox
  • Made payload loaders no longer accept inputs from payload unloaders
  • Added logic sensors for shields, content ID (inverse of lookup command)
  • Added logic particle effect instruction
  • Added logic sync instruction
  • Setting factory output points now updates "last accessed"
  • Disabled team switching menu in multiplayer outside of sandbox/PvP
  • Decreased canvas block silicon cost slightly
  • Scathe ammo usage decreased to 15
  • Buffed Precept unit
Mindustry - 7.0 Build 145.1

Published by Anuken over 1 year ago

  • Fixed a mobile crash when placing blocks
  • Fixed adding schematic icon tags breaking the game
  • Misc pathfinding bugfixes; units should not get stuck moving backwards
  • Legged/insect units should no longer pathfind around solid blocks they can step over
Mindustry - 7.0 Build 145

Published by Anuken over 1 year ago

  • Fixed logic icons for certain content being squished
  • Fixed a freeze caused by stack routers
  • Fixed Base AI not working sometimes
  • Fixed mods not being able to override UI images
  • Fixed map flags added in objectives not syncing
  • Fixed a crash related to editing canvases
  • Added votekick reason option, made votekicks cancel-able by admins (contributed by @frieda666)
  • Added button for admins to switch player teams
  • Added past player names / IPs to player trace info
  • Added fill erase mode to editor
  • Added option to adapt UI to Macbook notches (contributed by @alxgsv)
  • Made Serpulo attack sectors not invade nearby sectors while you are attacking them
  • Various improvements to the schematics UI (Contributed by @JniTrRny)
  • Starting unit command can now be selected in reconstructors
  • Units now retain their last command when controlled and un-controlled by players
Mindustry - 7.0 Build 144.3

Published by Anuken over 1 year ago

This is a hotfix release to fix some startup crashes.

  • Fixed various crashes related to mods
  • Fixed hail using incorrect heat sprite
  • Fixed disabled payload conveyors still moving units on them
  • Added new scorch sprite (Contributed by Fox1va_)
Mindustry - 7.0 Build 144.2

Published by Anuken over 1 year ago

  • Fixed Mindustry consuming ~44mb more RAM on startup than v6 did - this will fix random out-of-memory crashes on many low-end phones
  • Fixed logic blocks not re-enabling blocks when unlinking from them
  • Updated various Serpulo turret sprites/animations (Contributed by several community members on Discord)
  • Re-added the base builder AI rule and enabled it in the existing custom game attack/PvP maps
  • Buffed Tecta unit
  • Made file chooser on Linux now use Zenity when possible
  • Improved schematics used in base generation on Serpulo (Contributed by @BlueWolf3682)
  • Various minor improvements to modding API
Mindustry - 7.0 Build 144.1

Published by Anuken over 1 year ago

  • Fixed Erekir missile units committing suicide after shooting (amazing I know)
  • Reverted new gas sprites (too wacky)
Mindustry - 7.0 Build 144

Published by Anuken over 1 year ago

  • Fixed "any" environment button not enabling
  • Fixed a crash related to an experimental rule being enabled on certain servers
  • Fixed lag caused by sorters updating minimap very quickly
  • Fixed Serpulo generated bases sometimes having unlinked power nodes
  • Fixed JSON planets/sectors/status effects not having a mod name prefix - this may break bundles
  • Fixed invalid liquid consumption stats on plasma bores
  • Doubled max schematic size
  • Canvas blocks now show their image preview in the schematics dialog
  • Newly created maps and schematics now use the provided name as a filename instead of random numbers (Limited to alphanumeric characters)
  • Added camera rectangle to map view, right-click to move the camera [Desktop]
  • Added building damage indicators to minimap
  • Added logic pathfind instruction - supports arbitrary coordinates
  • Added unit health multiplier rule
  • Added map 'ends after wave' rule (Contributed by @JniTrRny)
  • Added search bar for wave UI (Contributed by @JniTrRny)
  • Added new Erekir gas and liquid sprites (Contributed by @stacktrace-error)
  • Added functionality to make overlays/floors place-able in mods (or servers with the revealedBlocks rule edited)
  • Added piston regions to blocks that did not have them (Contributed by @MEEPofFaith)
  • Added search bar to custom game menu
  • Added 'rebuild area' button to mobile - note that the mod scheme-size V2.7.54 breaks this functionality - disable or update it to use this feature properly!
  • Improved server list UI
Mindustry - 7.0 Build 143.1

Published by Anuken over 1 year ago

  • Fixed startup crash when changing UI scale to 5%
  • Fixed network error when calling world logic explosion instruction with a null team
  • Fixed sector background simulation not taking into account builder/repair units
  • Fixed server-side network error when placing certain large logic schematics
  • Fixed force projector hitbox being a square
  • Fixed blank weapon stat boxes for certain units
  • Fixed various regressions from last release (batteries being broken in mods, server menus not closing...)
  • Added support for multi-barrel recoil in mods (Contributed by @MEEPofFaith)
  • Made duo barrels move separately when shooting
  • Improved stat display for various blocks (Contributed by @JniTrRny)
Mindustry - 7.0 Build 143

Published by Anuken over 1 year ago

there is no funny

  • Fixed some keybinds missing translations
  • Fixed a long-standing pathfinding issue of enemy wave units exhibiting "confused" behavior in certain maps
  • Fixed a server exploit that allowed users to block others from connecting
  • Made entity sync network errors log a warning instead of forcibly disconnecting clients
  • Made server list show multiple servers per row on wide screens
  • Misc fixes to Steam lobby system; you can now set a name/color when hosting
  • New UI for turret/unit weapon stats in core database (Contributed by @MEEPofFaith)
  • Improved support for modded planets with different radii (Contributed by @Pasu4)
  • Added support for cloudMesh: and HexSkyMesh as a type for planets in JSON mods
  • Added world logic setProp instruction - while unfinished, this instruction allows world processors to set attributes of buildings and units, like health or items stored
  • Added server Call#textInput method for getting text input from players (Contributed by @Darkness6030)
  • Added server Call#followUpMenu method for showing menus that replace the last shown menu without an animation (Contributed by @Xasmedy)
Mindustry - 7.0 Build 142

Published by Anuken over 1 year ago

  • Actually fixed host research not syncing to clients correctly (for real this time)

  • Fixed Steam workshop maps displaying an error upon update attempt

  • Fixed sublimates targeting ducts but being unable to hit them

  • Fixed sandbox displaying as survival with Discord integration

  • Fixed certain blocks not displaying placement efficiency on mobile

  • Fixed repair turrets incorrectly displaying status as red when not targeting

  • Fixed 'hidden' content (planets, etc) displaying in list of mod content

  • Fixed several crashes

  • Fixed Oct shield break effect being hexagonal

  • Improved mod dependency resolution (Contributed by @Phinner)

  • Buffed Conquer slightly, nerfed Collaris range slightly

  • Made Disrupt/Quell no longer target air units

  • Added a boost toggle command for units that can support it (nova, etc) - keep in mind that these units cannot shoot when flying, and will not try to find a landing position if blocked

  • Decreased frequency of save events on dedicated server; may fix some player connection performance issues

Mindustry - 7.0 Build 141.3

Published by Anuken over 1 year ago

  • Fixed host research not syncing to clients correctly
  • Fixed clients being able to open research dialog
  • Fixed a crash with certain mods
  • Fixed "consumer-less" modded blocks always being at 100% efficiency
Mindustry - 7.0 Build 141.2

Published by Anuken almost 2 years ago

  • Fixed Sublimate not working correctly
  • Fixed Spanish language having corrupted letters
  • Fixed server chatSpamLimit config having wrong value
Mindustry - 7.0 Build 141.1

Published by Anuken almost 2 years ago

  • Fixed some new crashes
  • Reverted addition to env mapping due to instability - do not use the Env#add method, it will not work correctly
Mindustry - 7.0 Build 141

Published by Anuken almost 2 years ago

  • Fixed many various crashes
  • Fixed world message being replaceable
  • Fixed various Serpulo sectors having no waves
  • Fixed inaccessible resources under blocks appearing in sector resources info
  • Fixed units following wrong team when assisting
  • Fixed liquid puddles not syncing in multiplayer
  • Many other minor bugfixes
  • Improved loading speed of maps with many power graphs
  • Improved performance of entity removal (should make effects/bullets less laggy)
  • Made Oct shield an octagon
  • Made block statuses flash when low on power/liquid instead of staying green
  • Disabled campaign research/state syncing across multiplayer due to confusion - campaigns should be completely separate now
  • Decreased Scathe fog uncover range (75% of range -> 40% of range)
  • Increased Quell build cost
  • Nerfed Locus, buffed Vanquish, Conquer, Cleroi
  • Added rule for unit crash damage
Mindustry - 7.0 Build 140.4

Published by Anuken almost 2 years ago

  • Fixed some placeholder/unfinished sector descriptions in many languages
  • Fixed payload blocks rotating to face unit direction
  • Fixed duplicate UUIDs being allowed on servers in certain circumstances
  • Fixed some minor crashes
  • Fixed incorrect shoot speed multiplier display for blocks
  • Fixed certain Erekir resources being unlocked while on Serpulo (although the tech tree items are still shared)
  • Fixed commanding all unit factories triggering rate limit on servers
  • Many other small bugfixes
  • Increased long tap duration on mobile for less annoying accidental payload pickup
  • Made most turrets target conveyors/ducts/etc again
Mindustry - 7.0 Build 140.3

Published by Anuken almost 2 years ago

7.0, an update that has been in development for more than 1.5 years, is finally here.

As with earlier major updates, there are too many changes to list in a single changelog - these are just the highlights.

  • An entirely new planet - Erekir - with its own campaign, tech tree, units and blocks
  • 100+ new blocks to research
  • 18 new units for Erekir, 5 new naval support units on Serpulo
  • Tanks, hovercrafts, insectoid walkers and more
  • 10 new turrets
  • Entire new systems for transporting power and items on Erekir
  • A new, more direct system of commanding units to move to specific locations and attack enemies

Special thanks to the community members who helped create maps for use in the campaign:

  • Mechanicalfish
  • ThatOneBepis
  • hhhi17

Note: Server-wise, this release should be compatible with beta 140.x versions.

Mindustry - 7.0 Build 140.2 - Beta

Published by Anuken almost 2 years ago

This is a minor bugfix patch, intended to be the last beta release before 7.0 is fully available.

  • Fixed minimap block colors not updating on servers with fog enabled
  • Fixed some screen bounds issues on mobile
  • Fixed some unit targeting issues relating to fog
  • Fixed units piling up at last core in Origin sector
  • Fixed coastline unlocking too early on Serpulo
  • Minor improvements to campaign completion dialog
  • Added basic descriptions to Coastline/Naval Fortress
  • Made canvas blocks blend together seamlessly
  • Various improvements to display of stats/multipliers (Contributed by @MEEPofFaith)
Mindustry - 7.0 Build 140.1 - Beta

Published by Anuken almost 2 years ago

This is a hotfix for block targeting and Steam achievements.

  • Fixed blocks on Serpulo not being targeted by units/turrets
  • Fixed ability descriptions for some Erekir units
  • Fixed several Steam achievements not triggering correctly
  • Fixed various crafter lights flickering
  • Fixed BuildingBulletDestroyEvent not firing (API fix)
  • Buffed Shockwave Tower range and reload slightly
  • API change: Removed GameState.serverPaused, you can set to State.paused instead now
  • Removed screenshots from game data export
  • Added heat icon to stats for easier differentiation
  • Added extra hint about building cores to Basin nuke warning
Mindustry - 7.0 Build 140 - Beta

Published by Anuken almost 2 years ago

This version can be considered a pre-release. The Erekir campaign is complete, and now has a final sector.
With the release in 10 or so days, all that remains is bugfixes and balancing.

  • Fixed canvas being available on Serpulo
  • Fixed RTS AI targeting unreachable locations and thus piling up units more than necessary
  • Fixed tanks not applying crush damage on servers
  • Made RTS AI target more structure types
  • Made Scathe turret only reveal fog in a fraction of its range - a spotter is required for more range
  • Made tank assembler require cyanogen
  • Hosts can now pause in multiplayer (this does not affect headless servers)
  • Misc unit balance
  • Decreased cost of T2/3 Erekir cores significantly
  • :emojis: for blocks in chat now automatically get replaced when typing on desktop (try :router:)
  • Added new achievements - these have NOT been tested yet, and some will be broken! [Steam]
  • Added 'rebuild selection' key - holding B (default) and dragging in an area will add ghost blocks to your build queue (Desktop only)
  • Added a packet rate limit for servers - sending packets too fast will get you blocked/kicked
  • Added a default max player limit for servers
  • Added a message block for Erekir (yes it's literally just a recolor, I had no better ideas)
  • Added a unbreakable message block for mapmakers
  • Added a keybind to select all units while in command mode (G by default)
  • Added support for selecting multiple unit factories at once (still no area selection yet)
  • Stretched out 'landing' sound to sync with core landing - yes, very lazy, I wil make a new one at some point
  • Increased speed of block constructors slightly

Campaign:

  • Improved hints for Onset
  • Reduced research costs for most blocks
  • Added neoplasm to tech tree
  • Fixed objectives still continuing after capture
  • Fixed sectors across Erekir/Serpulo updating or preventing launch when they shouldn't
  • Added 'abandon' button in pause menu for easier access
  • Added Ground Zero tutorial (Original implementation by @MEEPofFaith)
  • Added several new Erekir maps
  • Added (WIP) final map completion dialog
  • Removed Interplanetary Accelerator from Serpulo research (it has no use)
Mindustry - 7.0 Build 139 - Beta

Published by Anuken about 2 years ago

v7 is now moving into the beta stage. The campaign system has been (mostly) stabilized, and all that remains in terms of content is approximately 5 more Erekir maps.

  • Fixed neoplasm being incinerated when contacting slag-bearing blocks

  • Fixed tank units not working correctly in mods

  • Fixed ground units moving too "smoothly" around corners

  • Misc balancing

  • Made Corvus and Vela no longer stop to shoot when commanded to a target

  • Made internal 'Canvas' block show up on Erekir - not particularly useful, but some may find it interesting

  • Made liquid tanks/containers solid and targetable by turrets again

  • Made mirror filter support increments smaller than 45 degrees (contributed by @hortiSquash)

  • Made neoplasm slightly more dangerous / spread faster

  • Removed the 'unit ammo' rule from custom game selection - this rule never worked properly on Erekir, is not balanced, and is seldom used

  • Improved planet selection UI

  • Improved item/block selection UI in certain blocks (contributed by @MEEPofFaith)

  • Added Heat Router block (Code contributed by @l-Luna, sprites by @kapzduke)

  • Added unit cost multiplier rule (Code partially contributed by @Ilya246)

  • Misc improvements to AI behavior in "RTS" maps

  • Mixed tech is now disabled as an option in new maps; the two tech trees are not meant to be used together - no, I will not be changing this back

  • API change: Made Separator class use a drawer field like GenericCrafter

  • Added several new maps [Campaign]

  • Added first-time planet/campaign selection dialog [Campaign]

  • Made 'global items' of Erekir and Serpulo separate [Campaign]

  • Removed Tantros from solar system, visually [Campaign]

  • Removed shield breaker block [Campaign]