Mindustry 6.0 is now in beta. This means most mechanics outside of the campaign have been more or less finalized. Any significant new content is unlikely to be added.
- Added Foreshadow turret
- Added Tsunami turret (initial implementation by Slava0135, sprite by EyeOfDarkness)
- Added logic unit control system
- Added space floor block
- Added button to center map to editor
- Added rule setting for enemy lights
- Added block "last accessed by" info (not saved, resets after relogin)
- Better block replacement - conveyors retain items
- Universal command system - all units can now command smaller units of similar type
- Changed default wave layout for built-in maps to be harder
- Changed armored conduits to not leak
- Changed Spectre turret to pierce targets with certain ammo
- Improved cliff sprites for maps that have them
- Mobile control changes (double tap to control, hold to drop/pickup)
- Mobile manual aiming control (hold location to shoot manually)
- Campaign: Random ruins with scrap generation
- Campaign: Tar, basalt & hotrock generation
- Campaign: Removed turn end popup
- Campaign: Procedurally generated waves based on difficulty
- Campaign: Made core incinerate items when full to prevent locking of production counter
- Campaign: Minor tech tree tweaks
- Campaign: Removed "capture" of sectors and sector damage, waves are infinite until a better attack system is implemented
- Campaign: Removed references to "turns"; items/production update every 1-2 minutes now