Releases: Anuken/Mindustry
Releases Β· Anuken/Mindustry
v8 Build 150.1 - Beta
- Changed planet launch UI visuals slightly to indicate origin sector more clearly
- Made hovered sector name/info display on mobile (previously, it was only visible on desktop)
- 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 Breach tungsten ammo multiplier 1 -> 2
- Fixed scaling of server headers in server list
- Fixed possible duplication of servers in server list
- Fixed teams in logic not being sense-able
v8 Build 150 - Beta
- Complete reorganization of Serpulo campaign layout and sector tech tree; preset sectors are now adjacent
- Made sector icons show up on map
- Moved procedural attack sector positions
- Made dark areas of Serpulo emit light based on player/enemy structure presence
- Made procedural sectors on Serpulo now require a Foundation core to prevent sequence breaking
- Added unfinished enemy base sectors to the far side of Serpulo - these are currently procedural nonsense, but will be replaced with user-made maps in a future update
- Made "select all units" ignore Mono units
- Added support for multiple unit stances at once
- Added support for specifying multiple ores to mine for units
- Made enemy wave AI detect and avoid unit clogs in certain situations
- Made the editor display a more accurate version of the map
- Added new metal tiles for future Serpulo maps
- Added colored floor/wall blocks for custom maps
- Added character overlay tiles
- Added a Steam achievement for killing a unit with a mass driver bolt
- Added a setting for detaching the camera
- Added a key for toggling unit debug hitboxes
- Added a rule for filling the core with items
- Reduced damage of Arc against shields
- Reduced flying unit crash damage by 50%, and wreck health by 75%
- Made mass driver bullet damage/explosiveness depend on items carried
- Various balancing adjustments to make payload distribution more viable on Erekir
- Made Quell missiles temporarily invincible
- Fixed miner units sometimes searching for ores far away from the core
- Fixed a freeze caused by broken logic spawning explosions
- Fixed installs of multiple mods causing a redundant dependency dialog to appear
- Fixed legged units drowning due to incorrect pathfinding
- Fixed research button not being clickable on some devices
- Fixed visual discontinuity line on Serpulo (and modded planets)
- Potential fix for Java mods not loading on certain Android devices due to new security requirements
- Made the server list cache itself as a file in case of unstable network conditions
- Added experimental keyboard controls on iOS - note that handling right-clicks with a mouse properly does not seem to be a supported iOS feature
- Added selection of attack wave spawn position by commanding cores in editor
- Made logic-controlled units unselectable again
- Made tileable logic displays have an offset to account for the frame, similarly to standard displays
- Added support for reading characters from strings and message blocks in logic
- Added support for reading/writing to canvas blocks in logic
- Added 'select' (ternary) logic operation
- Made text align a constant variable instead of static instruction field
v8 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
- Improved visual interpolation of unit-based missiles on servers
- Many various balancing changes to Erekir power blocks and turrets
- Added Frozen Forest completion requirement to silicon smelter
- Added a search bar to the keybind dialog
- Added a new system for mods to register their own keybinds (existing mods utilizing vanilla keybinds will break)
- Added a way to manually select ores for units with mining capabilities
- Added mining command capabilities to Pulsar/Quasar
- Added stats for item throughput for item bridges
- Added a reset button to logic processors
- Allowed selecting/commanding units that are bound by logic processors
- Selected units now display all available stances/commands, even if they are not shared across all units
v8 Build 148 - Beta
- Fixed some issues with autoPause on dedicated servers
- Fixed info button in tech tree not being clickable on desktop
- Fixed command button not showing up on mobile
- Fixed stats for Scathe not displaying correctly
- Fixed liquid transportation blocks being too explosive when full
- Fixed back button not pausing the game on Android
- Fixed moving a build plan always moving it to the front on desktop
- 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
v8 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 compatibility with Java 8 on desktop
- 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
- Fixed command mode button being hidden in editor on mobile
v8 Build 147 - Beta
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:
- 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
- Unique icons for sectors in the tech tree
- Core database tabs for different planets (or mods, should they choose to support it)
- New functionality that enables repairing derelict blocks
- Several new production & utility blocks for Erekir
- Command group hotkeys for 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
- New visuals for unit command selection
- A new pathfinding implementation for units with enhanced performance and reduced unit jams
- 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
Due to internal changes, this release is incompatible with v7 Java mods. See https://mindustrygame.github.io/wiki/modding/8-migrationv8 for a list of changes needed to update a Java mod to v8. JSON mods should be largely unaffected.
7.0 Build 146
- 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
7.0 Build 145.1
- 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
7.0 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 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
7.0 Build 144.3
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_)