Releases: Anuken/Mindustry
Releases Β· Anuken/Mindustry
7.0 Build 132 - Pre-Alpha
- Fixed tapping items in block inventories always requesting the whole stack
- Added Constructor & Large Constructor for block creation; may be useful for item/liquid transport via payload mass drivers
- Added 2x2 tank
- Added payload loader & unloader
- Added Deconstructor; converts a unit/block back into items at 100% efficiency
- Added cryofluid tiles (Contributed by @TranquillyUnpleasant)
- Added editor map search (Contributed by @TranquillyUnpleasant)
- Added system for displaying backgrounds in map rules; currently can't be changed without mods/plugins
- Added system for custom chat formatting in servers (see NetServer#chatFormatter)
- Changed Retusa weapon to a naval torpedo
- Made legged units able to drown when all legs are in deep water; buffed speed/damage to compensate
- Made all large mechs able to drown (slowly) when surrounded by deep water
- Made crawler explosions deal damage on death
- Made certain shoot effects track unit rotation (Contributed by @MEEPofFaith)
- Made sorter/gate output flips direction-dependent
- Major changes to planet API; will break mods with planets
- Increased surge alloy damage when exploded
- Converted game soundtrack to ogg (-> smaller filesize)
- Improved planet renderer water/ice reflections
- Added clouds to Serpulo
- Added naval waves to Serpulo
- Improved Serpulo sector generation, especially when water is involved
- Increased Desolate Rift difficulty slightly
- Older generated maps made in the two new preset sectors are now auto-deleted
- Logic: Made @tick/@time be synced; @tick no longer resets; @time is now @tick in ms instead of local client unix time
- Logic: Synced random number generator state (note that this will still not fully fix RNG desyncs)
- Logic: Added line numbers and jump line indicators
- Logic: Added variable display dialog
- Logic: Added unit command to enter payload blocks
- Logic: Many various bugfixes
7.0 Build 131 - Pre-Alpha
- Fixed Omura bullet trail length not being cut off by impact
- Fixed BE server not auto-updating
- Fixed sectors having decreased production/export when loaded for a short time
- Fixed overdrive visuals displaying for liquid routers/conduits
- Fixed overdrive projectors not affecting passive sector damage calculations
- Fixed alpha bleeding not applying properly to mods
- Made Stained Mountains guardian easier
- Made pebbles look less like ore
- Made most configurable blocks show their inventory when tapped
- Made campaign bases slightly denser
- Made Base AI walls correspond to tier
- Many various improvements to wave editor (Contributed by @jrtrinny, @TranquillyUnpleasant)
- Made drills no longer show items under solid walls
- Unit rebalancing
- Added unit icon selection for sectors
- Added 'target' field to river noise filter
- Added repair turrets to Vela
- Added Deep Tainted Water, made standard tainted water shallow
- Added rivers to Serpulo generation
- Added cliff button to map editor
- Added subtle shadow to ships
- Added 2 new (untested!) campaign naval maps
- Improved compatibility with v6 mods
7.0 Build 130.1 - Pre-Alpha
- Fixed logic being able to build invalid blocks
- Fixed crash in text fields when [[ is typed
- Fixed smelters not producing sound
- Fixed modded naval units with boosters exhibiting buggy behavior
- Fixed ground unit floor speed multiplier being squared
- Moved Minke ability to Oxynoe, buffed Minke
- Made tile attribute display more consistent; now displays boosts for entire block
- Allowed building blocks that host doesn't have unlocked in campaign again
- Allowed logic units to drop items with @air as a target
- Optimized memory allocation of collisions
- Added core database & schematics to main menu [Desktop]
- Added max spawn field to wave editor
- Added "units created" game stat
- Added unit 'decal' system for mods; draw arbitrary sprites on top/below units
- Made 'block info' keybind work for hovered blocks [Desktop]
- Improved wave editor UI (Contributed by @TranquillyUnpleasant)
- API: deprecated Unit#realSpeed(), use speed() instead
7.0 Build 130 - Pre-Alpha
- Fixed cores in core capture mode getting destroyed instead of replaced client-side
- Fixed water appearing as a block in pump info UI
- Fixed minimap not updating when a building's team changes
- Fixed aegires core capture making core neutral
- Fixed sectors being able to export more than they import + produce, indefinitely
- Fixed sector export/import lines curving through planet
- Fixed plastanium walls in older saves having more than 100% health
- Fixed hints appearing during opening launch scene
- Fixed liquid extractor bar always being displayed as 100% full even with low power
- Fixed certain sectors not spawning any waves
- Fixed players getting stuck in units upon simultaneous control on servers
- Fixed many various soft keyboard bugs [Android]
- Cleaned up heat sprites for all turrets
- Significantly increased payload propulsion tower range
- Decreased cultivator water requirements slightly
- Made batteries display a formatted amount of power stored
- Made cultivators consume a constant amount of water, even when on spore blocks
- Made player-team flare & horizon AI stop and attack first target on path to core
- Made zenith AI shoot when passing targets en route to core
- Misc ammo rebalancing
- Removed pointless 'device' switcher in controls dialog
- Added 'banned units' rule
- Added holographic icons above unit payloads that appear when their upgrade is banned or not researched
- Added search bar to database
- Added team-specific rules & AI
- Added a progress bar for world data
- Added a list of occupied sectors & their status to planet dialog
- Changed derelict team icon
- Made banned units/blocks appear crossed out in core database
- Allowed dumping/moving into payload voids
7.0 Build 129.2 - Pre-Alpha
- Fixed a memory leak that occurs when a team has no repair units
- Fixed logic display removal memory leak
- Fixed a missing shared library error on startup [Linux]
- Fixed borderless windowed setting cutting off edge of screen [Windows]
- Fixed piercing bullets hitting targets multiple times... again
- Fixed logic-controlled naval units not rotating when moving
- Fixed Workshop not initializing when invalid subscribed content is found [Steam]
- Fixed unit mining beams disappearing when unit is off-screen
- Added icons for crux/sharded/derelict teams - currently used in very few places
- Added mod import progress bar
- Added automatic team region generation for modded blocks
- Added import/export lines & additional info for sectors
- Improved block color palettes for PvP teams
- Disabled non-functional crash report sending
- Removed liquid spill "generation" tracking; improves puddle deposition in subtle ways
- Changed "borderless windowed" setting to "borderless fullscreen" [Windows]
- Messed around with the borderless & exclusive fullscreen modes, might fix something but the behavior varies so much between devices I really don't know [Windows]
7.0 Build 129.1 - Pre-Alpha
- Fixed unit building not starting when some resources are missing
7.0 Build 129 - Pre-Alpha
- Fixed payload sources not being deactivated correctly
- Fixed player autotargeting units that cannot be hit [Mobile]
- Fixed inconsistent & jittery arrow animations for all bridge blocks
- Fixed screenshake permanently moving camera position when panning
- Fixed bullet heal percent being displayed as 0 when <1
- Fixed packet error occurring on core capture
- Fixed editor brush slider being displayed below text
- Fixed generators not saving item consumption cooldowns
- Fixed units not being able to build when core is empty and the build cost multiplier makes a block free
- Mods: Fixed JSON mass drivers not having a default bullet set
- Mods: Deprecated ExtendingItemBridge / LiquidExtendingBridge; use ItemBridge/LiquidBridge instead
- Removed "extension" animation for item/liquid bridges
- Removed mend projector orange phase tint (was too similar to overdrive projector)
- Removed mouse&keyboard option, it was never actually implemented [iOS]
- Removed block flow rate option - there is little reason to turn it off
- Made certain units with payloads automatically drop them near targets
- Logic: Fixed jump instructions not copying destination
- Made drill/extractor shading more realistic when rotating (Contributed by @sk7725)
- Minor tweaks to blast/laser drill spinner sprite
- Tweaks to thermal generator & coal centrifuge effects
- Improved UI slider appearance
- Steam: Renamed misleading "Local Servers" section to "Open Games & Local Servers"
- Tweaked block plan skip algorithm to reduce switching (Contributed by @buthed010203)
- Allowed mining of sand with double-click-to-mine enabled (Contributed by @buthed010203)
- Launch pads can now be disabled (but not individually!)
- Allowed pickup of derelict blocks
- Increased shale oil yield
- Made containers/vaults explode significantly less violently when linked to core - should not be a liability anymore
- Added new core landing animation
- Added new core launch animation for campaign
- Added graphics option to skip all launch/landing animations
- Added hint explaining derelict block mechanics
- Added tooltips for certain settings
- Added descriptions for new content
- Added display of fragmentation bullet stats
- Added sector import statistics
- Added approximate range circle when placing illuminators
- Added Call methods to play sounds on clients from servers
Flying unit AI has been improved:
- For AI teams, flying units will now correctly prioritize certain types of structures when attacking
- Eclipse prioritizes reactors, Antumbra prioritizes generators, horizon targets factories, etc
- Higher-tier flying units will no longer stop at "irrelevant" targets like walls or turrets
- For player teams, flying units will move straight to the enemy core
- This behavior aims to be more consistent with ground unit AI
The unit ammo system/rule has been redesigned:
- Removed resupply point block
- Made units resupply items from containers, vaults and cores, to be more consistent with power ammo
- Assigned different ammo items to many units
- Oct no longer acts as a mobile resupply point, as it cannot reasonably carry all different ammo types at once
- Mods: AmmoType is now an interface, and the AmmoTypes class has been removed. Create new Item/PowerAmmoType instances instead.
7.0 Build 128.1 - Pre-Alpha
- Fixed Poly units rebuilding blocks that were canceled after they acquired a target
- Fixed various JavaScript operators not being available, causing crashes [Mods]
- Fixed buildings not being saved properly [Logic]
- Fixed idle command not stopping unit movement [Logic]
- Fixed continuous lasers in units having broken sound
- Fixed mod dialog width exceeding screen size on phones
- Fixed negative bullet knockback not pulling in units
- Fixed lightning extending "wet" status effect lifetime on apply
- Made defeated teams in PvP automatically turn derelict/explode
- Improved naval support shoot sounds
- Added sounds for rocks/vegetation breaking
- Campaign: Improved planet generation; paths between core and spawns should now be less straight
- Campaign: Fixed planet generator including inaccessible areas of map
7.0 Build 128 - Pre-Alpha
- Fixed crash when mods override 9-patches with normal sprites
- Fixed bullets shot on servers not retaining remote unit velocity
- Fixed misleading incinerator block status
- Fixed logic polygons overdrawing triangles
- Fixed votekicks not tracing user IPs
- Fixed mod sprite packer not allowing subfolders in page-specific sprite folders
- Fixed all HTTP-related requests not working [Mac]
- Fixed Java mods with default interfaces not loading [Android]
- Fixed Java mod files not being imported correctly [Android]
- Fixed icons being offset on buttons at high UI scale
- Notable API change: Removed Core.net, use the arc.util.Http class instead
- Decreased Disassembler cost
- Increased Fortress health & base damage
- Slight Aegires healing nerf
- Reorganized some settings
- Improved settings & editor filter sliders
- Made force projector "decals" team-colored
- Made Navanax EMP explode on cursor
- Made 3x3 blocks fit on payload conveyors
- Made Separators less likely to desync (contributed by @Quezler)
- Made status indicators only draw for same-team blocks
- Merged all whitelist commands into one [Server]
7.0 Build 127.2 - Pre-Alpha
- Fixed derelict cores preventing PvP game-over
- Fixed Java mods not loading classes correctly
- Fixed liquid turrets not targeting closest fire
- Fixed payload routers not distributing evenly between two conveyors
- Made units target & move toward derelict cores in capture mode
- Made falling wrecks killable
- Nerfed repair turrets
- Buffed Eclipse, Mace