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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.

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Units

  • The unit system has been completely reworked

  • All unit sprites have been re-drawn and cleaned up

  • Many new unit types have been added

  • Player-specific pads and unit-specific factories have been removed

  • All units can now be created, commanded and controlled by players

  • 3 different unit factories: ground, air, and naval

  • Each unit factory can produce multiple types of units

  • Units can be moved into special tiered Reconstructor blocks to upgrade them

  • 6 unit branches: insect units, ground attack units, ground support units, air attack units, air support units, naval attack units

  • Each branch has 5 tiers, making 5*6 = 30 buildable units

  • Each core block has a special player-controlled flying unit type associated with it, resulting in a grand total of 33 total units

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Campaign

  • Complete rework of the 5.0 campaign system

  • Everything takes place on a planet, where each hexagonal/pentagonal sector is a separate map that can be visited

  • 260+ procedural sectors, with 16 special "landing zone" sectors

  • Procedural sectors are optional for campaign completion, but landing zones are not

  • Most sectors have a certain number of waves that need to be survived in order to capture them

  • Other sectors may have enemy bases on them, which need to be destroyed for capture

  • Each sector will produce resources in the background even when you play in other sectors

  • Resources can be moved between sectors with Launch Pads

  • Sectors near enemy bases will be periodically invaded unless the enemy base is destroyed

  • "Global Resources" no longer exist - all research costs are taken directly from your pooled core resources

  • More planets will be added in the future

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New Blocks & Mechanics

  • Added upgraded 3x3 versions of the Silicon Smelter, Separator and Overdrive Projector

  • Cores can now be upgraded to higher tiers

  • Added "Segment" point defense turret - targets and destroys incoming bullets

  • Added "Parallax" electric anti-air turret - pulls in enemy aircraft with a tractor beam

  • Added "Foreshadow" long-range railgun turret, for taking down bosses and armored units

  • Added "Tsunami" liquid turret - acts as an upgraded version of the Wave

  • Added Plastanium conveyors - stack items together, move them with high throughput

  • Added mud & dirt decoration blocks

  • Added slag liquid floor, can be pumped to obtain slag

  • Added space floor

  • Significant amounts of block balancing, bugfixes and tweaks

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(Schematic above made by Highfire1)

Logic System

  • Added Processor blocks that execute commands in a loop

  • Processors use a very simple assembly-like language

  • Code can be written in-game with a visual editor, or imported from text files

  • Processors are capable of performing complex tasks, such as controlling units, reading block state, disabling/enabling buildings and outputting text to message blocks

  • Added Display blocks - can be used for displaying vector images from processors

  • Added Memory blocks - can be used to store numbers for internal processor use

  • Added Button block - can be linked and used as an input devices for processors

  • 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

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Maps

  • Added 4 new maps for custom games

  • Added 5 types of weather: rain, fog, snow, sandstorm and sporestorm

  • Each type of weather has a certain effect on blocks or units

  • Added attack AI rule: when enabled, enemy cores will spawn units that build basic defense schematics

  • Added map rules for fire, schematic use, enemy light visibility, unit ammo mechanics, explosion damage and more

  • Added new filters in editor, to aid with procedural map generation

  • Added new editor filter options

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General Changes

  • Added more music

  • Added more sound effects

  • Added community server groups

  • Improved most sprites and icons

  • Many small visual improvements

  • Added button to pan camera around map

  • New physics system

  • Made schematics save power node connections & message contents when copying

  • Many, many small QoL changes

  • A lot more stuff that I've probably missed

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