Mindustry

AnukenDev

Released
Sep 26, 2019
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    v8 Build 160

    Added a system for plugins to display custom UI on clients (see Added support for servers sending dynamic textures to clients via `Vars.netServer.sendTexture` Added server remote methods for bulk-filling tiles Added button to restore automatically disabled mods Added version sele

  2. Developer post

    v8 Build 159

    This release brings a new system for adding arbitrary content (sounds, music, images, blocks, items, etc.) to maps or servers. In terms of functionality, this is very close to what JSON mods can provide, except without any manual downloads necessary. Any maps/saves with assets in

  3. Developer post

    v8 Build 158

    Fixed save corruption caused by large build queues Fixed use of `@queries` world logic variable causing save corruption Fixed message block content limits being inconsistently enforced (now always 400) Fixed patched message blocks causing network issues; the length limit is non-p

  4. GamingOnLinux

    After years in development v8 of the factory management RTS Mindustry is out

    Mindustry is a free and open source open-ended factory management game with RTS and tower defense elements, with a major new update finally out. Read the full article here:

  5. Developer post

    Mindustry v8 Released

    After a long wait, v8 has finally been released. For those coming from v7, here's a rundown of the major changes. Serpulo Campaign The entire Serpulo campaign has been overhauled; most maps have been completely reworked All sectors from the tech tree now have unique icons Launch

  6. Developer post

    Build 157 (Beta)

    If all goes well, this will be the final version before v8 leaves beta. After build 157 is deployed, I will wait a few days to fix any major bugs present, then release 157.1 as a "full" non-beta version. Changed desktop fullscreen implementation; it should always use borderless f

  7. Developer post

    Build 156 (Beta)

    Fixed schematics having a blank thumbnail when uploaded to Steam Workshop Fixed wait time not saving in processors Fixed many various data patcher bugs Fixed a server memory usage exploit Fixed Japanese font not displaying correctly Fixed many languages (e.g. Chinese) not being d

  8. Developer post

    Build 155 (Beta)

    Updated bundled Java version to Java 25 Upgraded backend from SDL2 to SDL3 - this may cause new issues, report them if you see any Added support for dragging save or map files into the game window Made key names in the keybind dialog reflect the keyboard layout Made displays allo

  9. Developer post

    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 syst

  10. Developer post

    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

  11. Developer post

    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 #1104

  12. Developer post

    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

  13. Developer post

    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 Br

  14. Developer post

    Build 150 (Beta)

    The highlight of this build is the re-structuring of Serpulo sectors to align with their position in the tech tree. Instead of jumping to random positions all over the planet, you will be gradually expanding your territory, starting from Ground Zero. Any previous 'preset' sector

  15. Developer post

    Build 149 (Beta)

    Fixed various errors related to pathfinding Fixed a map editor crash Fixed naval units in waves ignoring walls when pathfinding Fixed RTS AI building up units infinitely in many cases Fixed campaign not saving wave state when game is closed Fixed overdrive state not saving Improv

  16. Developer post

    Build 148 (Beta)

    Fixed info button in tech tree not being clickable Fixed stats for Scathe not displaying correctly Fixed liquid transportation blocks being too explosive when full Fixed moving a build plan always moving it to the front Removed tar fields requirement for Plastanium Compressor res

  17. Developer post

    Build 147.1 (Beta)

    Added tooltips for additional information about difficulty modifiers Added experimental rule for RTS AI in Serpulo (likely to be buggy) Added logging for OpenGL errors Reduced research cost for various T1 unit factories and units on Serpulo Fixed various minor map issues Fixed co

  18. Developer post

    Build 147: v8 Beta Release

    This is a beta release of v8. It does not contain any new Neoplasm faction content - that will be included in a future beta release. With over a year since last release, this version has a massive amount of changes. Here are the highlights. Campaign Overhaul of Serpulo campaign,

  19. Developer post

    Build 146

    Fixed a variety of issues with unit & block cost multiplier rules Fixed many various crashes Fixed various achievements not triggering Fixed pathfinding not being able to path through solid enemy blocks Fixed naval units sometimes attempting to pathfind through land Fixed wat

  20. Developer post

    Build 145

    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