Releases: Anuken/Mindustry
Releases Β· Anuken/Mindustry
v8 Build 158.1
- Fixed vault-related save reload item duplication bug
- Fixed occasional crash caused by logic-controlled landing pads
- Fixed health never being visible when controlling shielded payload units (e.g. Oct)
- Fixed infinite-duration status effects displaying long numbers instead of the infinity symbol
- Fixed certain status effects not being displayed
v8 Build 158
- Fixed save corruption caused by large build queues
- Fixed use of
@queriesworld logic variable causing save corruption - Fixed message block content limits being inconsistently enforced (now always 400)
- Fixed patched message blocks causing network issues; the length limit is non-patchable
- Fixed some sync issues with payload control
- Fixed Quell bullet not tracking cursor correctly
- Fixed liquids under walls counting towards sector resources
- Fixed containers dropped adjacent to cores clearing their items
- Fixed several issues relating to data patch map softlocks
- Fixed specially crafted logic code causing silent disconnects; processors are now limited to 16kb of compressed code
- Fixed a launch pad item import exploit
- Fixed naval/flying units sometimes circling patrol points forever
- Increased max map size to 800x800
- Removed the deprecated unit ammo rule/system completely; any mods that used this system will break
- Improved performance of block removal/team change events (reduces campaign core destruction lag)
- Improved performance of logic block link changes (fixes some lag machines)
- Added more stats of Mass Driver to database
- Added shield bar to HUD when controlling a unit with shields
- Added schematic descriptions to schematic info dialog
- Added 'fill under liquids' bucket tool mode
- Added option to filter maps by planet
- Added option to clear saves/research by planet
- Made Scathe display different missiles in itself depending on ammo type used
- Many various Serpulo/Erekir rebalancing changes
v8 Build 157.4
- Fixed spawn bullet instruction causing save issues
- Fixed sensor name conflict with bullet properties
- Fixed minor issues with guardian hints & initial arc research in Serpulo campaign
- Made players respawn instantly upon joining a server, even when the host paused it
- Added a world logic spatial query instruction
- Made "core is under attack" warning clickable; pans to last attacked core
- Minor map submission fixes
v8 Build 157.3
- Added a processor instruction for spawning bullets
- Added sensors for player ping text/position
- Added a global steam ban system for known griefers
- Fixed Horizon units not being able to circle large blocks
- Fixed bullets fired from core units while moving backwards lasting longer
v8 Build 157.2
- Fixed waves spawning in Ground Zero before the tutorial is completed
- Fixed incorrect sounds being spammed in a specific submitted sector
- Translation updates
v8 Build 157.1
After a long wait, v8 has finally been released. For those coming from v7, here's a brief summary of the major changes:
- A complete overhaul of the Serpulo campaign maps, along with replacement of all procedural base sectors
- Difficulty modifiers for the campaign
- Many unit control improvements, including a new stance and group system
- New ammo types for Erekir turrets
- Countless additions to world processor scripting in maps
- A data patch system to change stats, weapons and behavior of blocks or units per-map
- Rendering performance optimizations
- New decorative metal & colored blocks
- Various QoL features, like a detachable camera, pinging locations, viewing other player's build plans, and more
- Completely reworked most sound effects, as well as the audio engine
Note that this release does not include any Neoplasm-related content; that will be worked on in v9.
Changes since Build 157:
- Fixed empty packets causing UDP errors and server disconnects
- Fixed naval units not pathfinding around destructible blocks on water properly
- Fixed some minor JSON and data patcher bugs
- Made core unit projectiles inherit unit speed as before, but keep range the same
- Re-ordered some tech tree requirements in Serpulo
- Reverted changes related to display scaling on Windows
v8 Build 157 - Beta
If all goes well, this will be the final version before v8 leaves beta. After build 157 is deployed, I will wait a few days to fix any major bugs present, then release 157.1 as a "full" non-beta version.
- Changed desktop fullscreen implementation - it should always use borderless fullscreen now
- Removed redundant "borderless fullscreen" setting
- Added the Javascript console to mobile (it must be enabled in the settings first)
- Made glowing red wire blocks turn dark when nearby cores are destroyed or the sector is captured on Serpulo
- Added a sector migration warning to users upgrading from build 146
- Added descriptions to sectors that were missing them
- Changed layout of megabase on Serpulo; added a map submission for the center
- Made several Serpulo sectors hidden
- Fixed various issues relating to window scaling on Windows
- Fixed ambient sounds restarting when paused
- Fixed location pings not being filter-able on servers
- Fixed remote units exploding near walls on non-headless servers under certain conditions
- Fixed player units teleporting when controlled under specific circumstances
v8 Build 156.2 - Beta
- Blacklisted older versions of the mod 'scheme-size' due to very common startup crashes
- Updated Littoral Shipyard sector submission
- Fixed holding of payload pickup/drop key causing rate limit issues on servers
- Fixed status effects not scaling correctly in UI
- Allowed 'occasional' UDP errors on clients, which may lead to a more stable experience when low-priority packets do not arrive correctly
v8 Build 156.1 - Beta
- Fixed server player data being wiped on startup
- Fixed "disable pausing" rule not working properly on mobile
- Fixed some minor transparency bugs with other player's build plans
- Fixed ping location on minimap being offset on some phones
- Fixed maps not being sorted properly
- Fixed world processors and related blocks being healed by menders
- Locked Pyratite behind Cratered Battlegrounds
- Updated a few sector submissions
- Minor optimizations to in-world schematic plan rendering
v8 Build 156 - Beta
- Fixed schematics having a blank thumbnail on Steam
- Fixed wait time not saving in processors
- Fixed many various data patcher bugs
- Fixed a server memory usage exploit
- Fixed Japanese font not displaying correctly
- Fixed many languages (e.g. Chinese) not being displayed in monospace font
- Fixed some UI layout/overlap issues on mobile
- Optimized build plan rendering
- Updated a large amount of Serpulo sector submissions
- Enabled animated shields and planet atmosphere on Android by default
- Made boosting a stance instead of a command
- Improved filtering options for map UI
- Added a "hold position" stance for repair/rebuild units
- Added a new 3x3 canvas block
- Added canvas image import/export options
- Added a button for pausing building on mobile
- Added a 'ping location' button (P on desktop, triple tap screen/double tap full-screen minimap on mobile)
- Added sync of other player's build queues
- Added a setting for adding padding to the top/bottom of the screen on mobile
- Added a unit factory activation delay rule, enabled by default in the Serpulo campaign
- Added a variant of labels for plugins that use an ID, to prevent flickering
- Added Littoral Shipyard sector
- Added an additional basic gameplay tutorial to Frozen Forest