Recently i've seen multiple posts about mods like exogenesis passing through, and since people seem to not be able to be bothered to go to the github to have their questions answered here is some often seen questions:
Exogenesis: How do i access the other factions?
The exogenesis mod is being re-made almost from scratch in java and we will probably not see a release until the end of 2025. As for the current mod, it is an unbalanced mess. To access the technologies of different factions you must click on the thing at the top of the tech tree with the planet name and select the faction. The java version will have a completly separated gameplay from vanilla apart from some expansion with the t6+ units and turrets (there'll probably be some sectors that use them added to serpulo or rekir)
New horizon: clearing up confusion.
The new horizon mod is getting a full campain revamp to make it less confusing, however for now you'll have to beat both vanilla planets to have an easier time on midantha. It's also being develloped by a different dev now.
you can also join the New Horizon discord here for more info: https://discord.gg/GeM78yKU
Frozen Farlands: When update?/current mod is a bit hard.
The frozen farlands mod is one of the more popular campaing mods, however in its current state it suffers from a few visible problems such as balancing, or its horrendous turret and unit sprites. It is thankfully getting a full remake for its 2.0 update wich is in total about 70% done right now, though the main dev seems to have somewhat abandoned it.
you can also join the frozen farlands discord here if you need more info: https://discord.gg/uEMd4skz
Aeyama: Is it abandoned?
aeyama is abandones as far as i know, there also is some controversy around the amount of stars it has, with suspicion of botting.
Fading Revelations: Is it unbalanced?
fading revelations has its own planets that you're supposed to use its units and turrets on, and as such is not meant to be balanced to vanilla, but due to ressources being shared beetween planets with no environmental barrier stopping you from using its turrets and units on serpulo it may be unbalanced against vanilla. It also is abandoned sadly.
Asthosus: I am having difficulties with [map], can someone help?
asthosus is in my opinion a very difficult mod, and so it's normal to struggle with it. It has mutiple uneven difficulty spikes, however if you have any complaints you may bring them to the asthosus discord server where you'll also be able to get help: https://discord.gg/Ctj5kqdd
Omaloon: When release?
The main dev does not have a lot of time to work on the mod and it is as such progressing very slowly sadly. For more questions you can join the omaloon discord: https://discord.gg/VXuEtYFV
Allure: How can i play it?
Allure is probably the biggest mod for mindustry so far. To play it, follow this simple guide:
1: download the latest bleeding edge build here: https://github.com/Anuken/MindustryBuilds/releases
2: Launch the bleeding edge build, and disable all your java mods before going to the browser and downloading allure.
3: enjoy.
I am sadly unable to ge the invite link to the allure discord although you may get it in its repository's readme file: https://github.com/LixieWulf/Allure/tree/master
If you have any more questions, ask in the comments and i will answer them and add them to the post.
Is a java mod playable on iOS?
Java mods are not playable on IOS, as ios cannot read java.
Used slightly less foreshadows than usual, got a good amount of corvuses earlier than usual, went for attack earlier than usual
After capturing weak cores, decided to attack main base before building an additional bajilion of foreshadows
Got annihilated
Moral of the story: if you can add more foreshadows, add MORE foreshadows, and when there is no space, add MORE foreshadows
Someone advised to use meltdowns, they save lots of surge, but they look useless against T5, so maybe it's better to add two rows of foreshadows instead
Forgot to mention: this run lasted only 42 waves, two times less than previous one
Surprisingly, the enclosure was extremely easy compared to the DAMN PREVIOUS SECTOR of MRD. I'm surprised I finished it (please ignore those 7 hours, I'm lazy and too patient It is special after the previous sector)
I finally beat this thing! I used a couple of Omuras to destroy the first core (I could have used 1 but I was a dumbass and accidentally killed that one) and them I kept throwing groups of like 5-6 omuras at their foreshadows until i destroyed them all and then the core. My only gripe is that their AI destroyed the Interplanetary Accelerator (I wanted to research and then repair it, it would have been thematically fitting) but I'm not complaining.
Also, thanks to everyone who helped me on my concern about the tetrative reconstructor placement. The 'enter payload block' command honestly makes a lot of sense, but I had already redone my factory before i saw that comment and through some absolutely egregious phase conveyor routing
managed to fit them all next to each other (I genuinely must have been either high or in the flow state when i make this because I don't know how or why it works and I'm too afraid to ask).
I'm going to show you guys the rest of my factory as well, please give tips (Since i'm moving on to the Erekir campaign for the time being i probably won't need them, but I'm still curious to see how much i've improved).
This is my cryo factory and plastanium factory (the plastanium if for the tetrative reconstructor) (my entire base is genuinely running off that one strip of titanium)
This is my factory for everything else (The two mass drivers near the tetrative reconstructor are for surge alloy and phase fabric from the core, the landing pad is for plastanium for the exponential reconstructor)
this is my core setup. I basically spammed spectres to get my defences up, but I didn't even see the toxopid (normally when i do see it i judge whether I should just abandon the sector to prevent too many of my buildings getting destroyed)
This is (most of my) power generation (I still used thermal wherever possible)
And at the bottom is the thing that single-handedly saved my run - a Mega factory! Now i can go off commanding my omuras and expect to come back to like 3 more without my entire cryofluid factory being bombed into oblivion by horizons.
ruins of first core
ruins of second core (you can see my good ol' buddies in the bottom left)
hopefully the council of redditors will approve of my shenanigans and i can consider myself elevated to the status of 'vaguely proficient' at the game
I am seriously bursting with joy, I cannot convey to you in words how much this means to me. Me and my 2 brain cells have the ability to beat the serpulo campaign. That is really awesome.
Oil goes from left to right and then go some reason Ignores pipe and router and goes into bridge and just gets stuck on a loop (btw I do NOT have 6000 oil/s)
you drop on new map and all you need is 2-3 T4 unit to clear it? but all resources required for T4 unit are far away? no problema. just build procesor near your T4 reconstructor and copy paste code
this code will locate your reconstructor on map, you will find position in variables posx posy and manualy write it to last but one line, uncontrol aproach (you gona write numbers form variable posx and posy) now your poly gona forcefeed your reconstructor and pop up some T4 units.
So a bit of context is required. I attempted to make some logic that would automatically bind polys onto a router for reconstruction.
However, everytime the unit cap is increased, it breaks leaving the entire schem unusable.
This is the code: if anyone can help me figure out why it isn't working, let me know
jump 2 greaterThanEq @links 2
end
op mul thisFlag @thisx @maph
op add thisFlag thisFlag @thisy
sensor x router1 @x
sensor y router1 @y
ubind @poly
sensor enabled switch1 @enabled
sensor dead @unit @dead
sensor payload router1 @payloadCount
sensor flag @unit @flag
select @counter equal enabled true @counter 0
select @counter equal payload null @counter 0
select @counter notEqual dead true @counter 0
jump 17 equal flag thisFlag
jump 6 notEqual flag 0
ucontrol flag thisFlag 0 0 0 0
ucontrol within x y 1.5 within 0
jump 21 equal within true
ucontrol move x y 2 0 0
end
ucontrol payEnter x y 2 0 0
days ago I try to overcome the sector, try to go land but after the second core the last is almost impossible, air is a fault and sea is hope but I can't figure out a way to create Naval units optimally.
Contexto: No uso Steam para jugarlo; lo descargué de la página web oficial de itch.io, extraje el archivo y dentro está el ejecutable.
Mi problema es que cada vez que quiero jugar, tengo que ir a la carpeta y ejecutarlo, y si lo anclo a la barra de tareas de Windows, el logo del juego cambia a otro (el icono para ejecutables sin icono).
¿Hay alguna forma de, por ejemplo, tenerlo instalado en el sistema y que aparezca en el menú de búsqueda? ¿O habrá algún tipo de lanzador para iniciar el juego?
How can i fix unaccessible Ul in those corners? (Purple colour is the parts, that are covered by corners).
My phone has very strong corner rounding, and i can't hit the command button, core button and logic button. Maybe there's a mod for custom bottom padding or sth like that?
Here is the thing, there is the achievement on steam about taking down an eclipse with duos, and I have determined in sandbox mode that it was doable.
Now, a while ago I lost nuclear production complex because I still had not conquered sector 24, and I haven't reclaimed it yet. But I was wondering if this sector really was the best to try this achievement.
Also, I think I'll try to only have energy based defenses for the horde to be able to turn it off and let the eclipse pass through.
Hola a todos, tengo una duda sobre un mod que no han actualizado para la última versión, se llama unlimited armament works, saben si van a actualizarlo o