![]() ![]() Fixed logic blocks resetting state on map load or connection changes Fixed notch covering up left/right UI elements after rotation ![]() Fixed a black screen appearing after switching applications in certain situations Logic: Added sensor for force projector heat Logic: Fixed units disappearing when moving to infinite position Logic: Made 'invalid' operations - such as sensing null blocks or 0/0 - return null instead of 0 Logic: Added `=` operator for exact comparisons, e.g. Mods: Many various bugfixes for json effects Mods: Fixed trailing commas in hjson files being parsed as part of unquoted strings Added log file for data-loading events - should assist with fixing the data wipe bug Added new splash damage algorithm - should lead to faster & more accurate explosions, but may require balancing Made data export zip include folder entries and strip absolute file paths - this may fix some issues with external archive programs Made builder/repair AI flee from enemies when idle Made turrets/units take enemy hitbox size into account when targeting Fixed editor breaking building links on resize Fixed 128+ cores on map breaking servers Fixed enemy power nodes getting linked w/ allied ones, leading to buggy power behavior Logic: Deprecated "commanded" use `controlled` instead! This sensor will be removed in a future release. Logic: Made `controlled` return ctrlProcessor/ctrlPlayer/ctrlFormation/0 depending on controller type Logic: Added sensors for `dead`, `controller`, `size`, `boosting` This allows for self-replicating processors. Logic: Made config / unit building instructions accept buildings as configuration to copy their config. Logic: Changed default unit control state to be 'idle', not 'stop' Added logicUnitBuild rule Sandbox server owners are advised to disable logic building with `rules add logicUnitBuild false`. Improved bridge & power node linking previews Cores can now replace most transport blocks turrets can now replace each other Added 'defender' AI for Oct follows nearby units Added automatic conveyor/conduit bridging over obstacles Made water extractor use metaglass for building, to be consistent with pumps Campaign: Various tweaks to make background simulation more accurate Logic: Disabled packets for config may desync, but will help reduce lag Logic: Added support for negative draw coordinates Logic: New text parser supports defining and jumping to labels with name: instead of numbers Logic: Made dead sensor return 1 for null, to simplify validity checks Internals: Removed all code for disposing resources on exit this should be handled by the OS now Disabled logic unit building for servers by default Made bridges autolink when dragging multiple lines Added status effect display to bullets (icons contributed by Added bullet stats for continuous laser turrets (e.g. Added list of status effects to core database Fixed logic units being able to take/remove items from any team block Fixed logic blocks not saving buildings on reload Fixed separators consuming power when idle Fixed player not respecting formation speed on servers Fixed player moving slower on servers with status effects Fixed bridges being planned without unlock in campaign Full functional map editor with scripting support Customizable game rules: Change block costs, enemy stats, starting items, wave timing and more Join a public dedicated server, or invite friends to your own private session 16+ built in maps for custom games, in addition to two entire campaigns 50+ different types of drones, mechs and shipsĬustom Games & Cross-Platform Multiplayer: Invite your friends to complete missions together Coordinate resource distribution between sectors via launch pads Defend your sectors from periodic invasions ![]() Capture territory and set up factories to produce resources while you play other sectors Conquer the planets Serpulo and Erekir as you advance through 35 hand-made maps and 250+ procedurally generated sectors Use your units to square up against fully functional enemy bases Set up assembly lines to construct armies of mechanized units Produce a wide variety of units for automatic management of your base or assault on enemy bases Get the most out of your production by supplying optional coolant and lubricant ![]() Distribute liquids and fight constant challenges, like outbreaks of fire or enemy flier raids Play with your friends in cross-platform multiplayer co-op games, or challenge them in team-based PvP matches Defend your structures from waves of enemies Use production blocks to create a wide variety of advanced materials Command units to capture enemy bases, and expand your production. Create elaborate supply chains to feed ammo into your turrets, produce materials to use for building, and construct units. Mindustry is a factory-building game with tower defense and RTS elements. ![]()
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