Mindustry 6.0 Released
After more than 9 months of development, 6.0 is finally here. There have been far too many changes to reasonably list here, so I'll go over the highlights.
Units
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The unit system has been completely reworked
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All unit sprites have been re-drawn and cleaned up
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Many new unit types have been added
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Player-specific pads and unit-specific factories have been removed
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All units can now be created, commanded and controlled by players
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3 different unit factories: ground, air, and naval
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Each unit factory can produce multiple types of units
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Units can be moved into special tiered Reconstructor blocks to upgrade them
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6 unit branches: insect units, ground attack units, ground support units, air attack units, air support units, naval attack units
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Each branch has 5 tiers, making 5*6 = 30 buildable units
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Each core block has a special player-controlled flying unit type associated with it, resulting in a grand total of 33 total units
Campaign
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Complete rework of the 5.0 campaign system
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Everything takes place on a planet, where each hexagonal/pentagonal sector is a separate map that can be visited
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260+ procedural sectors, with 16 special "landing zone" sectors
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Procedural sectors are optional for campaign completion, but landing zones are not
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Most sectors have a certain number of waves that need to be survived in order to capture them
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Other sectors may have enemy bases on them, which need to be destroyed for capture
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Each sector will produce resources in the background even when you play in other sectors
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Resources can be moved between sectors with Launch Pads
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Sectors near enemy bases will be periodically invaded unless the enemy base is destroyed
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"Global Resources" no longer exist - all research costs are taken directly from your pooled core resources
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More planets will be added in the future
New Blocks & Mechanics
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Added upgraded 3x3 versions of the Silicon Smelter, Separator and Overdrive Projector
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Cores can now be upgraded to higher tiers
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Added "Segment" point defense turret - targets and destroys incoming bullets
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Added "Parallax" electric anti-air turret - pulls in enemy aircraft with a tractor beam
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Added "Foreshadow" long-range railgun turret, for taking down bosses and armored units
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Added "Tsunami" liquid turret - acts as an upgraded version of the Wave
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Added Plastanium conveyors - stack items together, move them with high throughput
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Added mud & dirt decoration blocks
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Added slag liquid floor, can be pumped to obtain slag
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Added space floor
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Significant amounts of block balancing, bugfixes and tweaks
(Schematic above made by Highfire1)
Logic System
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Added Processor blocks that execute commands in a loop
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Processors use a very simple assembly-like language
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Code can be written in-game with a visual editor, or imported from text files
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Processors are capable of performing complex tasks, such as controlling units, reading block state, disabling/enabling buildings and outputting text to message blocks
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Added Display blocks - can be used for displaying vector images from processors
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Added Memory blocks - can be used to store numbers for internal processor use
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Added Button block - can be linked and used as an input devices for processors
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Examples of logic applications include automatic heat-sensing reactor controllers, unit transport systems, custom unit AI, visual power level displays, various types of games and more
Maps
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Added 4 new maps for custom games
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Added 5 types of weather: rain, fog, snow, sandstorm and sporestorm
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Each type of weather has a certain effect on blocks or units
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Added attack AI rule: when enabled, enemy cores will spawn units that build basic defense schematics
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Added map rules for fire, schematic use, enemy light visibility, unit ammo mechanics, explosion damage and more
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Added new filters in editor, to aid with procedural map generation
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Added new editor filter options
General Changes
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Added more music
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Added more sound effects
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Added community server groups
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Improved most sprites and icons
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Many small visual improvements
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Added button to pan camera around map
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New physics system
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Made schematics save power node connections & message contents when copying
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Many, many small QoL changes
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A lot more stuff that I've probably missed
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