Mindustry - AnukenDev
  • 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 research
  • Various minor map fixes for Origin, Sea Port and Extraction Outpost
  • Added support for named colors in logic with %[colorname]
  • Added sensors for display size and draw buffer size
  • Added tiled logic display block
  • Reverted bridge cost increase
  • Made Fungal Pass a requirement for T2 units
  • Rebalancing of Erekir turret ammunition
Mindustry - AnukenDev
  • 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 compatibility with Java 8 / 32-bit version not launching
  • Fixed various crashes
  • Fixed player being able to rebuild locked derelict blocks
  • Fixed player names in minimap scaling with zoom
  • Fixed local games not being discoverable
Mindustry - AnukenDev
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, with many new user-submitted maps and reworks of existing ones
  • Difficulty modifiers for the campaign
  • New launch pad mechanics - a landing pad is now required to receive resources
  • New functionality for the Interplanetary Accelerator (still a work in progress)
  • The tech tree can now be viewed in multiplayer for other players
  • Core database tabs for different planets (or mods, should they choose to support it)
  • Unique icons for sectors in the tech tree

Units

  • New unit stances for patrolling, holding fire, queuing commands, and more
  • New unit commands for looping payload unit transfer, moving into payload blocks, and more
  • A new pathfinding implementation for units with enhanced performance and reduced unit jams
  • Command group hotkeys for units
  • New visuals for unit command selection

...and more

  • New functionality that enables repairing derelict blocks
  • Several new utility & production blocks for Erekir
  • A new UI for editing terrain in-game
  • New ammo types for Erekir turrets
  • Balancing & visual improvements for Serpulo turret ammo
  • Instructions for displaying text and applying drawing transformations for logic processors
  • A new system for displaying arbitrary in-game textures or shapes in maps with world processors
  • New UI for easily managing world processor scripting in maps
  • Many various new features for logic blocks, especially world processors
  • Significant rendering performance optimizations

Using the Beta

To opt-in to the beta, right-click Mindustry in your games list, select Properties -> Betas, and select v8-beta in the drop-down menu. Keep in mind that this is a beta, and as such, game-breaking bugs may commonly occur.

As an added note: If you would like to use the very latest Mindustry version available, select the bleeding-edge branch instead. This branch can be extremely unstable, and may update many times a day. Save corruptions, startup crashes and many other serious bugs may occur. Most users should use the v8-beta branch instead.
Sep 3, 2023
Mindustry - AnukenDev
  • 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 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
Jun 19, 2023
Mindustry - AnukenDev
  • 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
  • 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
  • Made Serpulo attack sectors not invade nearby sectors while you are attacking them
  • Various improvements to the schematics UI
  • Starting unit command can now be selected in reconstructors
  • Units now retain their last command when controlled and un-controlled by players
  • Misc pathfinding bugfixes; units should not get stuck moving backwards
  • Legged/insect units should no longer pathfind around solid blocks they can step over
May 21, 2023
Mindustry - AnukenDev
  • Optimized base memory usage slightly
  • Fixed logic blocks not re-enabling blocks when unlinking from them
  • Updated various Serpulo turret sprites/animations
  • 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
  • Various minor improvements to modding API
May 11, 2023
Mindustry - AnukenDev
  • 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
  • Added building damage indicators to minimap
  • Added logic pathfind instruction - supports arbitrary coordinates
  • Added unit health multiplier rule
  • Added map 'ends after wave' rule
  • Added search bar for wave UI
  • Added new Erekir gas and liquid sprites
  • 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
Apr 8, 2023
Mindustry - AnukenDev
  • 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
Mar 31, 2023
Mindustry - AnukenDev
  • 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
Feb 21, 2023
Mindustry - AnukenDev
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
...

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