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The automation tower defense RTS

v138

1 year ago
  • Fixed an exploit allowing logic-controlled units to transfer items with no cooldown
  • Fixed objectives edit dialog being broken with UI scaling
  • Fixed logic-spawned waves creating ghost units
  • Fixed non-hittable units being targeted in certain situations
  • Made player list more compact
  • Made clicking player on list jump to their position
  • Made Neoplasm stay on most liquids instead of disappearing
  • Various minor balancing changes
  • Changed interplanetary accelerator launch text for Serpulo with some beta clarification
  • Added Call.openURI method for servers to share links to players
  • Added sounds for most Erekir blocks/units
  • Added descriptions for Erekir content
  • Added two new campaign maps

v137

1 year ago
  • Fixed boosting units jittering when near obstacles [Mobile]
  • Fixed command UI not refreshing when switching single units
  • Fixed shielded walls being available on Serpulo
  • Fixed core schematics not connecting bridges on launch
  • Fixed some random network errors
  • Fixed various resource duping bugs in launch UI
  • Fixed certain Serpulo generators not displaying liquids
  • Fixed lightning not being able to damage conveyors
  • Fixed seams in tiles on certain mobile devices
  • Fixed various duct-related blending issues
  • Fixed stack router not outputting evenly
  • Fixed legged units being able to drown even when the body is on land
  • Fixed certain icons being squished
  • Added Flux Reactor block (unbalanced!)
  • Added Neoplasia Reactor block (unbalanced!)
  • Added Heat Source block for sandbox
  • Added command order system for Serpulo support units
  • Made Neoplasm liquid accessible in liquid sources/core database
  • Made drills only display mine-able resources from current map

v136.1

1 year ago
  • Fixed some menus being cut off in portrait mode [Mobile]
  • Fixed Erekir core units being able to target enemies [Mobile]
  • Fixed Erekir tutorial mentioning "shift key" on mobile devices
  • Fixed objective display showing empty dialog box on click
  • Fixed various minor crashes
  • Fixed certain crafters always requiring power even with no input
  • Fixed Erekir sector launch dialog showing copper/lead when Serpulo sector is loaded
  • Fixed unit repair beams still drawing when unit boosts
  • Fixed Arkycite floor applying wet status effect
  • Added hint for controlling unit factory output locations
  • Made mod browser filter out mods that don't have minGameVersion >= 136
  • Disabled resource sharing in campaign
  • Various minor tweaks and improvements to campaign maps

v136

1 year ago

The first Erekir build is finally here.

This is a massive update that brings with it an entirely new planet - Erekir - with a completely new tech tree. It would take too long to list all the changes and additions in this build, but here are the highlights:

  • A new, separate (but incomplete) campaign on the planet Erekir with its own mechanics
  • 100+ new blocks
  • New units
  • New items
  • New factories, turrets, distribution blocks, support structures, etc
  • New systems for "scripting" maps with logic blocks and objectives
  • A fog-of-war system, available as a custom map rule and enabled on Erekir
  • Countless tweaks, improvements and QoL changes
  • Countless bugfixes... and probably even more new bugs

The old command center and formation mechanics have been replaced with a 'RTS' command system. On desktop, holding [Shift] places you in 'Command Mode', which gives you RTS-like control over your units. Left-click to select groups of units, and right-click to order them to locations or targets.

Note that there is currently no way to RTS-control builder/support units present on Serpulo, like Poly or Mega.

Please keep in mind that the Erekir campaign is still completely unfinished, and covers less than half of the tech tree. While Erekir is nearly completely in terms of block/unit content, most things not covered in the campaign are completely unbalanced, and should be treated as such! Damage/speed/reload/etc values of end-game content are essentially untested placeholder values.

For an introduction to the new systems introduced in this build, play the campaign first. The content added in this update has not been properly tested in custom maps or PvP yet.

v135.2

2 years ago

Yes, it's over now. This release should be identical to build 135.

If you'd like to play the April Fools game after the event, you can still download its executables on the Animdustry releases page: https://github.com/Anuken/animdustry/releases

Source code (and any future changes) can be seen here: https://github.com/Anuken/animdustry

v135.1

2 years ago

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v135

2 years ago
  • Fixed spawnpoint shockwave not killing units
  • Fixed payEnter logic command creating infinite ghost units
  • Fixed modded attributes wiping vanilla attributes
  • Fixed some overdrive projector application inconsistencies
  • Fixed some launch pad export calculation issues
  • Fixed some unloader edge cases
  • Fixed unit sector icons not saving
  • Switched Linux audio backend to PulseAudio - if your sound breaks/gets distorted after this release, please report it
  • Added WorldLabel entity for server-side persistent messages (no documentation yet)

v134.1

2 years ago
  • Fixed block pickup on servers not removing block clientside
  • Fixed certain blocks rendering/updating incorrectly on payload conveyors
  • Fixed shoot effects not following units
  • Fixed a turret select crash
  • Fixed disabled mods appearing in crash logs
  • Added unit build requirements to stats
  • Unloaders: Fixed outputs with equal weight not being alternated
  • Modding: Added deprecated ChatFragment method so certain mods don't crash
  • Modding: Added Weapon#layerOffset
  • Modding: Added support for reading JSON environment flags as string arrays

v134

2 years ago
  • Fixed leg units using ground unit pathfinding
  • Fixed some payload-related crashes
  • Fixed all ground waves on Serpulo being replaced by flying units
  • Fixed host not being able to make other users admin locally
  • Fixed payload constructor blocks sharing the same scroll bar position
  • Fixed a pixelation-related crash
  • Fixed plastanium conveyors having infinite capacity when loaded
  • Minor tweaks to copper requirements of certain blocks
  • Made turrets payload-loadable
  • Payload blocks now draw and update on conveyors; this allows for functional moving turrets
  • Added saved games search & improved map search filters (Contributed by @TranquillyUnpleasant)
  • New unloader implementation; more reliable & better at balancing items across blocks (Contributed by @hortiSquash)

v133

2 years ago

While this version is technically network-compatible with 132, it has significant behavioral differences that warrant a new release. I would rather not see massive desyncs on outdated servers.

  • Fixed logic being able to control dead/removed units (e.g. into payload blocks)
  • Fixed deconstructors not checking unit payload size/etc (direct deconstruction was added hours before release and not tested properly)
  • Fixed deconstructors sometimes refunding slightly less than 100% of resources
  • Fixed constructor being able to create banned/invalid blocks
  • Fixed player units not disappearing when ctrl-clicked into payloads
  • Made payload loader only move out containers when >= 1 item is at full capacity
  • Added liquid container to tech tree