![]() ![]() Commanding units with logic either requires copy-pasting schematics you don't understand, or spending hours learning a bespoke programming language with very sparse documentation. While technically the most powerful unit control method, it is orders of magnitude more complex than anything else in the game. While they are effective to some degree in performing basic tasks like grouping together units, they are very imprecise (global control), tedious to manage (require building a block), and painfully limited (are unable to order units to attack specific targets). Command Centers: Unwieldy, complicated, lacking precision.Formations are also lost on commander death, subject to numerous unit type limitations, and feel extremely laggy even on low-ping servers. Not only do units constantly get stuck on terrain when in formation, but they can frequently bump into the main unit. Formations: An unfinished, unwieldy and broken system.Furthermore, once the unit ceases to be controlled, it resumes its normal AI, making this method useless for moving groups of units anywhere. Manual control: This is the obvious and most common way of controlling units while effective, it only allows for controlling exactly one unit.As of the latest available version, there are four ways of controlling units, all of them with significant flaws: Please be patient.Īs many of you may know, unit control in Mindustry is terrible. With all of these factors combined, this update will take much longer than normal to complete. Keep reading for more information on these topics. In addition, I am making significant changes to many various mechanics (again) - the campaign, unit control, and logic, for instance. To give you an idea of the content volume, there are currently 70+ new build-able blocks that have been added when compared to the last pre-alpha, with more than 130 new blocks added total - and I'm still far from done. When it is complete, it will be the biggest single content update in Mindustry history. This is a little bit like making the entire game over again. Aside from certain items, everything is different - there is no re-used content from Serpulo, not even walls or conveyors. In v7, this is no longer the case - I am adding an completely new planet - Erekir - with its own unique set of blocks, environment tiles, units, turrets, transportation, etc. Everything I've made has been designed to fit in with existing blocks on the Serpulo planet campaign. It’s a Github UI limitation – while the jar itself is uploaded unzipped, there is currently no way to download it as a single file.Up until this point, all (pre-classic) Mindustry updates have been incremental additions or changes to existing content. gradlew, but if you’re using Linux I assume you know how to run executables properly anyway. If you did everything correctlly, this will create a jar file in the build/libs directory that can be run on both Android and desktop. For example, if you have 30.0.1 installed, that would be $ANDROID_HOME/build-tools/30.0.1. Add a build-tools folder to your PATH.Make sure you have API level 30 installed, as well as any recent version of build tools (e.g.Download the Android SDK, unzip it and set the ANDROID_HOME environment variable to its location.This version should work both on Android and Desktop.īuilding locally takes more time to set up, but shouldn’t be a problem if you’ve done Android development before. This will download a zipped jar – not the jar file itself ! Unzip this file and import the jar contained within in Mindustry. Click the download link (should be the name of your repo).If it completed successfully, there should be a download link under the “Artifacts” section. Select the most recent commit in the list. Check the “Actions” tab on your repository page.Perform any modifications necessary, then commit and push. Make a Github repository with your mod name, and upload the contents of this repo to it.To get a jar file that works for every platform, do the following: This requires a Github repository, for obvious reasons. This repository is set up with Github Actions CI to automatically build the mod for you every commit. You can either let Github Actions handle this, or set it up yourself. ![]() To build an Android-compatible version, you need the Android SDK. Only use this version for testing on desktop. Your mod jar will be in the build/libs directory.If you already have any version of the JDK >= 8, that works as well. This is equivalent to the Java version, except in Kotlin. A Kotlin Mindustry mod that works on Android and PC. ![]()
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