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
Added search bar to custom game menu
Minor improvements to server list UI
Build 143.1
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
Made duo barrels move separately when shooting
Improved stat display for various blocks
Build 143
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
Improved support for modded planets with different radii
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
Build 142
Another minor maintenance release - the most notable change here is the addition of a boost toggle command option for Nova/Pulsar/etc.
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 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
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
Build 141
This is a minor release aimed at fixing various bugs and balancing issues with 7.0.
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 Released
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 post - these are just the highlights.
The Erekir Campaign
An entirely new planet, with its own tech tree, units and blocks
100+ new blocks to research
Significantly more streamlined and linear then the Serpulo campaign
No procedural sectors, only 17 larger hand-made maps, with optional sectors to be added later
Attack fully functional enemy bases with smarter, dynamic unit AI
New Units
15 new units to research and construct on Erekir; 5 new naval support units on Serpulo
A new payload-based unit construction system for higher tiers
A new class of tank units
A new variant of insectoid walkers
Hovercraft units with unique weapons and abilities
New Production Blocks & Turrets
10 new turrets on Erekir
Missile launchers, lasers and artillery with unique firing patterns and animations
A new heat system for powering or boosting certain blocks
An entirely new resource production tree
Power production utilizing new liquids, items and terrain
Two new reactors with their own "meltdown" mechanics
New Transportation
Ducts, a higher-throughput transport block
Directional bridges with no configuration
Routers with 3 output directions, no backflow, and sorting capabilities
Drone item transport for long-distance delivery
Payload mass drivers for shooting units or containers across points
Orthogonal beam nodes as a different way of transferring power
New Unit Controls
Units can now be selected and commanded to positions or enemy targets, similarly to other RTS games
Formations have been removed - simply select units instead
Command centers have been removed - as a replacement, select all factories (shift+h) or all units (shift+g) to command them all to a point
Serpulo support units now have several "modes" depending on capabilities - repair, mining, rebuilding, and player following/assisting
While this system is still quite primitive, more features (hotkeys, waypoints, etc) may be added later
Conclusion & the Future of Mindustry
Overall, this has been - in terms of raw new content and mechanics - the largest update in Mindustry history. It has taken more than a year to complete, and turned into quite the ordeal.
I'll be blunt: This game has been under development for more than 5 years now, with the updates getting bigger and bigger every time. I am feeling rather burnt out after this update, and I don't think I will be able to implement anything beyond "maintenance" for a while - a few months, at least.
I will still be interested in providing bugfixes and minor QoL changes to Mindustry. I do not plan on "ending updates" anytime soon, but right now, I need a break from any sort of significant content development.
There are still a few loose ends in the Erekir content. Those of you who have dug through the game files will know that there are several unused liquids, items, blocks and units. These may be expanded upon with future updates... eventually. I can't give any timeframe for when this will happen.
In the meantime, there is still plenty of community content in the form of new side-maps that can be inserted into the campaign.
Special thanks to the community members who helped create maps for use in the campaign:
Mechanicalfish
ThatOneBepis
hhhi17
Mindustry v7 Beta + Full Release Date
The Beta
Mindustry v7 is now in Beta. While this does not change anything about how the version is accessed or distributed, it signifies that v7 is 'feature-complete', and will be seeing very few major changes after this point. In terms of complete-ness, the only things left for v7 are the 5 (or so) final campaign maps, polish, balancing, and bugfixes.
At this point in development, I will need extra help from users to report bugs and suggest balanacing/feedback on Github (or the balancing channel in the Discord). Most content has not been extensively tested, and as such there are sure to be balancing issues with anything past the current campaign tech tree (T4-5 units, especially).
Switching to the Beta
To use this beta version of Mindustry, right-click Mindustry in your library, click Properties -> Betas and select v7-testing from the dropdown box.
A v7 Release Date
With the beta finally here, and v7 being in development for more than a year, it's time for me to finally decide on a firm release date: November 11th (2022). This should provide enough time for the remaining campaign maps to be finished, and any serious bugs/balancing issues to be squashed.