It helps store excees energy so if your power supply gets cut off or if your suing to much energy from a large distance to high drain machines so they dont loss enerygy to fast.
I do not dispute that but what i was referring to was the distance plays a part in the distribution of power as well so if you have 3 lines connected to 1 node and farthest one has all your defenses then it would loss out to the other 2 nodes unless you stored some power during the round so that you had a reliable source when the wave came Generation is a key but distribution is the bottle neck unless you want to waste resources to build redundancies
if you have an energy overflow you can store the power in your batteries for later use. (for Example: you are using the water extractor to power the steam generator to generate power and you don´t have other generators, you have to power the extractor by the generator, but the generator needs water to give power now you use the power from the batteries) :) could be shorter but I hope u understand
Generators act as a storage for surplus energy that:
A) Sustains machinery and energy-weapons when cut from your power grid.
B) You consume more energy than your power grid has, like if you build too much machinery and need to resolve a power crisis, or you have a ton of energy-weapons.
You complete a mission by launching your core (usually on an multiple of 10 waves). The resources in your core at that time are launched and can be spent on upgrades. Late in the game, like fellow_human said, you can research a launch pad that can actively launch materials into space while you're still playing the mission. Launched materials can be used for upgrades while you're in the middle of a mission.
Suggestion: Structures that prevent pyratite combustion. E.g. armored and/or cooled conveyors.
Suggestion: A feature like Ctrl-drag to automatically junction with conveyors/conduits, wrap around structures, and bridge over structures.
Suggestion: A feature to list the aggregate production of a set of structures. An amount that assumes the production structures are properly connected would be useful, and would avoid having to figure out how well the conveyors/conduits etc are working. For example, draw a box around a bunch of drills, to learn that they produce 5.8 coal per second; or click on a bunch of powered pumps, powered drills, and steam engines to learn that they produce a net 980 power, 30/s water, and 3.2 coal per second.
Suggestion: A feature to list the aggregate production shortage of a set of structures. For example, select some drills and graphite presses, to learn that they need .67 more coal per second to operate optimally.
Suggestion: A feature to list production in the build menu, as X.Y units per 1 second, rather than the current X units per Y.Z seconds. This would help with math to balance production (without constantly switching to a calculator or doing mental arithmetic).
Suggestion: A feature to list how many structures of a given type, are needed by a structure of another type.
Suggestion: A feature to list how many structures of a given type, are needed to meet the aggregate production needs of a set of structures.
Suggestion: Normalize all fluid production amounts in the build menu, to all either show N/sec of fluid, or N per production time. For example: Cryofluid Mixer lists input as 24 water with a Production Time of 2 seconds, while Plastinium Compressor lists input as 15/sec oil. I'd prefer the N/sec listing, so Cryofluid Mixer's input would just list 12/sec water (unless it really means 24/sec water).
Suggestion: Improve unbuilt structure queue, to avoid unintentially losing unbuilt structures. For example, if I queue two structures having none of their resources, their "shadow" remains, but if I right click too many times, it disappears. Given that right clicking is needed to switch to fast-flying or combat. I shouldn't have to count my clicks very meticulously just to avoid losing a large build queue, particularly when I need to fly away quickly for combat. Maybe have two separate inputs, one for clearing the queue, and one for temporarily releasing the queue to do something other than build. This would also make it easier to multi-task building and combat.
Suggestion: Improve queue to prioritize new structures that actually have resources available, instead of focusing on one structure that cannot be built while others in range could be. Optimally, a selected or nearest structure would still be given priority, when new resources become available.
Suggestion: Allow re-queueing of multiple partially-built structures. For example, I have two partially-built structures and clear the queue, then I must manually click on each to complete building. It would be better, for example to drag a box around them, and re-add all to the queue.
there are 2 right click functions (deleting and cansiling) and you can change them in the controls. i personaly preper the simplistic option, but you can set the cansle build function to be something else if you want
The two functions are "Deselect" and "Break Block". Like you, I find these two functions both work well on the same right-click. Still, that doesn't address the 9th suggestion. That suggestion is about how "Deselect" basically also performs a "Clear Construction Queue". If there were a third input for Clear..., I'd gladly remap that.
Suggestion: Allow rebuilding of destroyed structures, without manually re-placing them.
When I come up with a good build, I don't necessarily remember how it all worked. It's okay that having stuff destroyed is a setback, but losing my build is too severe. Usually, it just means quitting a game that would have been salvageable, if not for the bad experience of losing my construction plan. I mean, you'd think an AI would remember to save and back-up.
Well that's interesting. Yes, "templates" like that would help, and I wouldn't turn them down. Still, they're most useful when there's plenty of available space. But most of the time in Mindustry, I have to customize my ideal layout of structure, to fit cramped spaces. That's particularly true at the front lines, and that is where the structures often end up being destroyed. What I had in mind was more like: draw a box around the destroyed structures, and they get re-queued for construction.
Does anybody got kicked out for no reason and got called noob for no reason but your a pro like getting bullied i did from the server 9001 they need a report place man
Hamachi is required. The Hoster's ipv4 addres is the ip for the server. Launch a map where you want to play with your friends, press esc and then press host server.
(Improvement suggestions)you should make it so that if doors are directly next to each other, they all open with one click. there should also be an option to set the mechs to path find to doors instead of going out the nearest hole in a wall.
Idk if this is a glitch but I placed my router between two other router but it won't finish building and we had 1.5k copper it never finishes it just stay the same pls fix it?
sometimes when something is in the middle of being built and is interupted it wont build, tapping/clicking on the thing your trying to build will probably work
I switched from android to PC playing and I can't seem to figure out how to pan over the field while paused like I can do on Android. This makes it very difficult to queue up huge tasks or survey the map. What am I missing?
# # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00000000, pid=5220, tid=0x00001384 # # JRE version: OpenJDK Runtime Environment (8.0_201-b09) (build 1.8.0_201-1-ojdkbuild-b09) # Java VM: OpenJDK Server VM (25.201-b09 mixed mode windows-x86 ) # Problematic frame: # C 0x00000000 # # Failed to write core dump. Minidumps are not enabled by default on client versions of Windows # # If you would like to submit a bug report, please visit: # http://bugreport.java.com/bugreport/crash.jsp # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. #
Mindustry Classic has the ability to save and load saved games, but in the new version this feature was dropped (disabled?). Can it be brought back somehow (by modifying source files, probably)? I'm still a little bit salty after getting r@ped in Tar Fields by flying bosses.
Well, I understand that the turrets calculate their angle of sight in relation to the future position of the enemy. But I tell myself that it would be nice to be able to disable it sometimes. Because the enemies have a path annoying because of the ground and walls and therefore the turrets have a hard time aiming correctly.
And it's not free. It's pay what you want. If you feel entitled to free, then so be it. I think someone who puts forth this kind of work deserves compensation
Open game from android -> Settings -> Game data -> Export -> Save file -> Move this file to PC -> Open game from PC -> Settings -> Game data -> Import -> Select file -> Done
I really like this game but I still need a language change from another place because Indonesian is still incomplete on the Android version I hope it will be complete on the computer version
I'm confused by the weapon specifications. Take the Ripple, for instance:
It has "4 shots", and shoots "4 shots/sec". I assume that means it fires a volley of 4 shots once every second? With Silicon, it does "33 area damage over 3.1 tiles". I assume that means it does 33 damage to every unit within a 3.1 tile radius of contact? Or is the damage divided among the targets? I'm assuming not, because I've seen Ripples tear through swarms of units with only a few volleys.
It has a "2x ammo multiplier". I assume that means that it only consumes one ammo for every 2 shots? It has "0.8 knockback". I guess that means it knocks back the target by 0.8 blocks? If it fires once per second, it should be able to cause -0.8 blocks/sec of velocity to its target? Does that count for each round or only the volley? If all 4 shots hit a single target, can it knock back "3.2", whatever that means?
Silicon ammo has "homing", which is obvious enough if you watch the animations.
Now, if we look at Lancer, we see it does 140 damage per shot, but only shoots 2 times every 3 seconds. I've seen it cut through a line of mechs, so I assume that it does 140 damage *per target* it touches? Since it always shoots in a straight line, it's pretty obvious what it hits.
But a more difficult one to understand is the Arc. It does 25 damage and fires 2.5x per second, but I think it also hits multiple targets. Does it hit *every* target within range, or just targets that a "close together"? Unlike artillery, the damage is not specified as a radius, so this is unclear.
Through my own experience i can tell you this,homing mean its will follow your enemy,ammo multiplier is like consume 1 but shoot the number of multiply for the type of ammo(for example of the Ripple,if you load it with blast mixture(or blast compound,i don't really remember that one well) it will shoot 4 projectiles while if you load it with silicon,it will fire 2 projectile at a time).About the blast radius,the radius around the impact spot is making an area equal to the area of about the numbers block in description.Other than that,knockback mean when enemy get hit,they have a percentage of getting push back when get hit,frag mean bullet will do a spread damage to enemy behind the enemy got hit(that what i think),incidary is enemy will take damage over time but it can re do the efect on your building so i don't recommend using pyronite as ammo and lastly,shock equal to enemy will got shock and stand still without doing anything at it spot
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Can someone please explain what a battery does?
It helps store excees energy so if your power supply gets cut off or if your suing to much energy from a large distance to high drain machines so they dont loss enerygy to fast.
you should have batteries to avoid loss of power in weapons but if you are loosing power in machines then you should make more generators.
I do not dispute that but what i was referring to was the distance plays a part in the distribution of power as well so if you have 3 lines connected to 1 node and farthest one has all your defenses then it would loss out to the other 2 nodes unless you stored some power during the round so that you had a reliable source when the wave came Generation is a key but distribution is the bottle neck unless you want to waste resources to build redundancies
if you have an energy overflow you can store the power in your batteries for later use. (for Example: you are using the water extractor to power the steam generator to generate power and you don´t have other generators, you have to power the extractor by the generator, but the generator needs water to give power now you use the power from the batteries) :) could be shorter but I hope u understand
it stores enrgy
it stores powe
Generators act as a storage for surplus energy that:
A) Sustains machinery and energy-weapons when cut from your power grid.
B) You consume more energy than your power grid has, like if you build too much machinery and need to resolve a power crisis, or you have a ton of energy-weapons.
Why doesn't lead appear in my technical tree?
You need to launch it first. In higher areas you can get a launch pad to launch items without launching the core.
?
ahahahaha and i dont get it XD
You complete a mission by launching your core (usually on an multiple of 10 waves). The resources in your core at that time are launched and can be spent on upgrades. Late in the game, like fellow_human said, you can research a launch pad that can actively launch materials into space while you're still playing the mission. Launched materials can be used for upgrades while you're in the middle of a mission.
Yeah dude thats also happens to me... Idk...
i think u need led to get to the launch pad
You need to launch your core (usually an option every 5-10 waves).
Suggestion: Structures that prevent pyratite combustion. E.g. armored and/or cooled conveyors.
Suggestion: A feature like Ctrl-drag to automatically junction with conveyors/conduits, wrap around structures, and bridge over structures.
Suggestion: A feature to list the aggregate production of a set of structures. An amount that assumes the production structures are properly connected would be useful, and would avoid having to figure out how well the conveyors/conduits etc are working. For example, draw a box around a bunch of drills, to learn that they produce 5.8 coal per second; or click on a bunch of powered pumps, powered drills, and steam engines to learn that they produce a net 980 power, 30/s water, and 3.2 coal per second.
Suggestion: A feature to list the aggregate production shortage of a set of structures. For example, select some drills and graphite presses, to learn that they need .67 more coal per second to operate optimally.
Suggestion: A feature to list production in the build menu, as X.Y units per 1 second, rather than the current X units per Y.Z seconds. This would help with math to balance production (without constantly switching to a calculator or doing mental arithmetic).
Suggestion: A feature to list how many structures of a given type, are needed by a structure of another type.
Suggestion: A feature to list how many structures of a given type, are needed to meet the aggregate production needs of a set of structures.
Suggestion: Normalize all fluid production amounts in the build menu, to all either show N/sec of fluid, or N per production time. For example: Cryofluid Mixer lists input as 24 water with a Production Time of 2 seconds, while Plastinium Compressor lists input as 15/sec oil. I'd prefer the N/sec listing, so Cryofluid Mixer's input would just list 12/sec water (unless it really means 24/sec water).
Suggestion: Improve unbuilt structure queue, to avoid unintentially losing unbuilt structures. For example, if I queue two structures having none of their resources, their "shadow" remains, but if I right click too many times, it disappears. Given that right clicking is needed to switch to fast-flying or combat. I shouldn't have to count my clicks very meticulously just to avoid losing a large build queue, particularly when I need to fly away quickly for combat. Maybe have two separate inputs, one for clearing the queue, and one for temporarily releasing the queue to do something other than build. This would also make it easier to multi-task building and combat.
Suggestion: Improve queue to prioritize new structures that actually have resources available, instead of focusing on one structure that cannot be built while others in range could be. Optimally, a selected or nearest structure would still be given priority, when new resources become available.
Suggestion: Allow re-queueing of multiple partially-built structures. For example, I have two partially-built structures and clear the queue, then I must manually click on each to complete building. It would be better, for example to drag a box around them, and re-add all to the queue.
good god dats a lot of text
there are 2 right click functions (deleting and cansiling) and you can change them in the controls. i personaly preper the simplistic option, but you can set the cansle build function to be something else if you want
The two functions are "Deselect" and "Break Block". Like you, I find these two functions both work well on the same right-click. Still, that doesn't address the 9th suggestion. That suggestion is about how "Deselect" basically also performs a "Clear Construction Queue". If there were a third input for Clear..., I'd gladly remap that.
I like the new armored conveyors.
And the new build queue stuff. And ... well the phantom build bots which I think were there all along.
Suggestion: Allow rebuilding of destroyed structures, without manually re-placing them.
When I come up with a good build, I don't necessarily remember how it all worked. It's okay that having stuff destroyed is a setback, but losing my build is too severe. Usually, it just means quitting a game that would have been salvageable, if not for the bad experience of losing my construction plan. I mean, you'd think an AI would remember to save and back-up.
Something like Supreme Commander's templates?
Well that's interesting. Yes, "templates" like that would help, and I wouldn't turn them down. Still, they're most useful when there's plenty of available space. But most of the time in Mindustry, I have to customize my ideal layout of structure, to fit cramped spaces. That's particularly true at the front lines, and that is where the structures often end up being destroyed. What I had in mind was more like: draw a box around the destroyed structures, and they get re-queued for construction.
Can anyone tell me how can i join a sever again plz,i forgot
Does anybody got kicked out for no reason and got called noob for no reason but your a pro like getting bullied i did from the server 9001 they need a report place man
how do i host so my friends can join?
Hamachi is required. The Hoster's ipv4 addres is the ip for the server. Launch a map where you want to play with your friends, press esc and then press host server.
what is hamachi
no idea, but there is a host button that you can press to open a lan game, if else there is a server file right
is an app that allows you to host games and play them in online multiplayer even if the game just jave local multiplayer. its like you are the server.
game wont run on windows 10. when i click on the exe it loads and says its running, but then doesn't do anything and says i'm no longer playing.
(edit) i figured it out. since it is with java and my windows user has an ! in it java wont work.
I don´t know how, but at mine (Win10 Home IDK the Version, but it hasn´t any longer support) it works
anybody know how to get plugins for servers on this?
Plugins are posted in the #plugins Discord channel, although you can also search GitHub for them: https://github.com/search?utf8=%E2%9C%93&q=mindustry+plugin.
Does anyone know where I could find the wiki? I could only find the Mindustry classic wiki.
In the game, it can be found by going into Info->Wiki on PC, or by tapping the info button at the bottom of the menu on iOS/Android.
Where can I go in and pay more for the game?
it just says "Download now Name your own price"
if you go into there you choose how much you want to give them
how does the server one work? i mean, a normal game will only last an hour or so, so how would a server, which is meant to last for weeks, work?
also, would a pi 3 run it?
Servers automatically shuffle to a new map after a game-over. And, yes, the server will run on Pi, as as long as it has Java installed.
does it pause when no-one is on it
(Improvement suggestions)you should make it so that if doors are directly next to each other, they all open with one click. there should also be an option to set the mechs to path find to doors instead of going out the nearest hole in a wall.
Yes!
There are very few real time strategy games that I like, and this is definitely one of them...
Idk if this is a glitch but I placed my router between two other router but it won't finish building and we had 1.5k copper it never finishes it just stay the same pls fix it?
sometimes when something is in the middle of being built and is interupted it wont build, tapping/clicking on the thing your trying to build will probably work
Sounds like you were on one of the servers that prevents people from placing router next to each other.
why would that be a thing?
i mean, it would reduce the lag, but my mid-low teir pc runs the game at 500 fps, so why would that be a concern?
It's for religious reasons, unrelated to lag.
its crazy how much this game changed
Wow, just saw Mindustry featured on the front page! Hopefully that means more eager new players :)
Also, I'll have new Mindustry videos releasing tomorrow, prepare yourselves! lol
This game my love forever
I switched from android to PC playing and I can't seem to figure out how to pan over the field while paused like I can do on Android. This makes it very difficult to queue up huge tasks or survey the map. What am I missing?
I don't think you can, sadly. Wish you could.
good game
This is incredible! I love the fact you can play Campaign mode in multiplayer with friends. Thanks for this!
Fantastic game. Downloaded this on my phone and wanted more, then found this enhanced version for the computer. Keep making good stuff.
is this a good game?
just syaing dont want to ruin space..
It's a good game but i dont know if it works
you also can download it on playstore (not for computer or laptop or ETC.)
also you need graphic card OpenGL 2.0 just so you know
Do anyone know how to get OpenGL 2.0
ok thx also i dont know what my computer has lol luckily this didnt appeal to me much lol
What didnt appeal to yo
It's an awesome game imo. If you're not sure, why not watch some gameplay. Myself and others have linked videos below.
ok thank you just my power in my town was going off in a 10 mins at the time (because of some emergency broken power line) so i didnt get time too lol
How do you export game data from android to mac.
have a dig around in the file to find the save data
i recomend this game
very nice
Is there anything for map sharing?
you need to post it on the official discord of the game
Yo,can someone help everytime I launch I get this
#
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00000000, pid=5220, tid=0x00001384
#
# JRE version: OpenJDK Runtime Environment (8.0_201-b09) (build 1.8.0_201-1-ojdkbuild-b09)
# Java VM: OpenJDK Server VM (25.201-b09 mixed mode windows-x86 )
# Problematic frame:
# C 0x00000000
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# If you would like to submit a bug report, please visit:
# http://bugreport.java.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
:(:(:(:(:(
I have this problem too
I also have this proble
Boosting titamium tracks make the items skip the corner a bit
Free power
!yes! :)
The best kind!
Hi Anuke!
Does this game had multithreading on and if had how to turn off? because not only doesn't increase fps but making my phone hotter.
I got more Mindustry action for you all today and I'll be keeping them coming for a while. Here's the playlist if you'd like to follow along:
https://www.youtube.com/playlist?list=PLP3FDE6qUu0b8rdrmY3mPmf9yU69JmL9m
Mindustry Classic has the ability to save and load saved games, but in the new version this feature was dropped (disabled?). Can it be brought back somehow (by modifying source files, probably)? I'm still a little bit salty after getting r@ped in Tar Fields by flying bosses.
haha lol same
Hi Anuke !
Well, I understand that the turrets calculate their angle of sight in relation to the future position of the enemy. But I tell myself that it would be nice to be able to disable it sometimes. Because the enemies have a path annoying because of the ground and walls and therefore the turrets have a hard time aiming correctly.
That would be possible?
kinda suprised the turrets don't target where the bots are going to be, not what they would do if the go in a strait line
Sorry I don't understand what you say.. Is it not what I said ?
I need Win XP version
dude, this is a java soft, take the itch launcher and dl the game x)
Idk where to ask this but why is mindustry free on every platform but iOS
Bbecause developers have to pay an annual fee when they register with the Appstore.
Thanks I didn't know
And it's not free. It's pay what you want. If you feel entitled to free, then so be it. I think someone who puts forth this kind of work deserves compensation
How to transfer data from mobile devices to computers?
Open game from android -> Settings -> Game data -> Export -> Save file -> Move this file to PC -> Open game from PC -> Settings -> Game data -> Import -> Select file -> Done
This happens to me too :(
I really like this game but I still need a language change from another place because Indonesian is still incomplete on the Android version I hope it will be complete on the computer version
I'm confused by the weapon specifications. Take the Ripple, for instance:
It has "4 shots", and shoots "4 shots/sec". I assume that means it fires a volley of 4 shots once every second? With Silicon, it does "33 area damage over 3.1 tiles". I assume that means it does 33 damage to every unit within a 3.1 tile radius of contact? Or is the damage divided among the targets? I'm assuming not, because I've seen Ripples tear through swarms of units with only a few volleys.
It has a "2x ammo multiplier". I assume that means that it only consumes one ammo for every 2 shots? It has "0.8 knockback". I guess that means it knocks back the target by 0.8 blocks? If it fires once per second, it should be able to cause -0.8 blocks/sec of velocity to its target? Does that count for each round or only the volley? If all 4 shots hit a single target, can it knock back "3.2", whatever that means?
Silicon ammo has "homing", which is obvious enough if you watch the animations.
Now, if we look at Lancer, we see it does 140 damage per shot, but only shoots 2 times every 3 seconds. I've seen it cut through a line of mechs, so I assume that it does 140 damage *per target* it touches? Since it always shoots in a straight line, it's pretty obvious what it hits.
But a more difficult one to understand is the Arc. It does 25 damage and fires 2.5x per second, but I think it also hits multiple targets. Does it hit *every* target within range, or just targets that a "close together"? Unlike artillery, the damage is not specified as a radius, so this is unclear.
Through my own experience i can tell you this,homing mean its will follow your enemy,ammo multiplier is like consume 1 but shoot the number of multiply for the type of ammo(for example of the Ripple,if you load it with blast mixture(or blast compound,i don't really remember that one well) it will shoot 4 projectiles while if you load it with silicon,it will fire 2 projectile at a time).About the blast radius,the radius around the impact spot is making an area equal to the area of about the numbers block in description.Other than that,knockback mean when enemy get hit,they have a percentage of getting push back when get hit,frag mean bullet will do a spread damage to enemy behind the enemy got hit(that what i think),incidary is enemy will take damage over time but it can re do the efect on your building so i don't recommend using pyronite as ammo and lastly,shock equal to enemy will got shock and stand still without doing anything at it spot