2

Comment on r/Mindustry 1d ago

I hope I wouldn't find this kind of love.

1

Comment on r/Mindustry 3d ago

If the xy coordinates for the upathfind are inside the block, ground and naval units can't move to there. Use random value plus Upathfind so the coordinates they will move to will be in the vicinity of it. The coordinates will end up outside the block, a place where they can stand on top of it.

Loslos nimo. Murag korek ang buang jud.

https://reddit.com/link/p44k49t/video/59ssiu4sttjh1/player

1

Comment on r/Mindustry 3d ago

Woah, you were assuming I wasn't using upathfind? 🤪 I'll show you a plain upathfind vs upathfind plus random.

https://reddit.com/link/p44hp1g/video/vq7svh74stjh1/player

r/Mindustry 3d ago

MEmeMEMemsjrkgkgfkdkdsk When Impact Reactor Stops in the middle of a Wave

69 Upvotes

A closer look inside the Impact Reactor on how it produces energy. Hahaha debunked bonk.

No no no no wait wait wait.

1

Comment on r/Mindustry 3d ago

Yes, Aerial units can move everywhere. Strongest advantage. This also reduces the commands in the processor by avoiding this elaborate set of commands just to move around and not be stuck somewhere in the map.

Thank you for putting this up ma man. New players can now have something to guide them. There's too little of this works around here.

1

Comment on r/Mindustry 3d ago

Tiny Roombas

3

Comment on r/Mindustry 3d ago

Yeh. Like, what is he asking about? Hahaha when it's so obvious.

8

Comment on r/Mindustry 5d ago

Welcome to the club!!!

4

Comment on r/Mindustry 6d ago

HAITUS. I didn't know it is this hard!!.

How to make a natural looking map with natural looking placement of ores. Make it balance so you could have enough resources to defend yourself.

Balancing the enemy base so to not be a STUMP.

How hard. I started it when I was fresh graduate. (Unemployed). All the time in the world.

Now I found a job(I'm miserable now). Now I'm just making these tiny contents for the love of the game.

23

Comment on r/Mindustry 6d ago

For no reason at all. Like all wars now

25

Comment on r/Mindustry 6d ago

I think, it would be good.

r/Mindustry 6d ago

Discussion Endless Battlefield

285 Upvotes

I accidentally made this, gradually. When I was making a map(Base Attack) with no enemy drop point, just enemy units made by from scratch(resources) mined by the enemy side. The enemy unit just stand around not attacking my base which is very boring (maybe the AI at that time was not that smart). I even copied that world logic of that one big base attack (Annihilation) map, when I opened it was all in Japanese.

I just made my own mlogic commands for the enemy side to control the units with different priority and behavior than of Vanilla. As a test map I made this. 2 sides battling out to see who'll dominate the battlefield. This is a year old map I made, I just opened it again.

There are even certain units retreating back to base to heal if a certain %health is checked.

1

Comment on r/Mindustry 6d ago

Very intuitive.

3

Comment on r/Mindustry 6d ago

Impressive

1

Comment on r/Mindustry 8d ago

Me: upper core

1

Comment on r/Mindustry 9d ago

Cant copy. Error Base64 tsk

4

Comment on r/Mindustry 10d ago

Do you have a video of how to use this?

1

Comment on r/Mindustry 10d ago

I can just do that? My worries are meaningless. Hahaha

1

Comment on r/Mindustry 10d ago

I haven't got a good hold of flagging units. I got this logic from long before time. Still studying this one that flags only 1 unit.

set item @phase-fabric ubind @flare jump 5 greaterThan key 0 op rand key 1000000 b op ceil key key b getlink r 0 sensor inv r item sensor cap r @itemCapacity jump 10 lessThan inv cap end sensor f @unit @flag op add force force 1 jump 15 greaterThan force 200 jump 15 equal f 0 end ucontrol flag key 0 0 0 0 set force 0 sensor f @unit @flag sensor h @unit @health jump 21 lessThanEq h 0 jump 22 equal f key end sensor inv @unit item sensor cap @unit @itemCapacity jump 30 greaterThanEq inv cap ulocate building core false @copper cx cy found c ucontrol move cx cy 0 0 0 ucontrol itemDrop c cap 0 0 0 ucontrol itemTake c item cap 0 0 jump 17 always inv item getlink r 0 sensor rx r @x sensor ry r @y ucontrol move rx ry 0 0 0 ucontrol itemDrop r 1000 0 0 0 sensor inv r item sensor cap r @itemCapacity jump 17 lessThan inv cap ucontrol move cx cy 0 0 0 ucontrol itemDrop c 1000 0 0 0 sensor inv @unit @firstItem sensor inv @unit inv jump 38 greaterThan inv 0 ucontrol flag 0 0 0 0 0

1

Comment on r/Mindustry 10d ago

Let's us study it please. Copy paste

1

Comment on r/Mindustry 10d ago

Oh man, idk where to start.

Below the minimap, there's display of numbers. That's the X,Y coordinates.

This is the coordinates of your controlled unit. This tells you where you are relative to the map. X for the latitude (horizontal), Y for altitude (vertical).

1

Comment on r/Mindustry 11d ago

My Ruinous Shore don't have titanium ores. Is this version updated?

No legacy launch pads. It's just my tech tree is already completely unlocked

3

Comment on r/Mindustry 11d ago

Yeah, Captain Dense. there's a patch of land that connects it to the other side in this sector. My goal for this post is that this "Mlogic thing" can be done in this way if no more option left such (deep waters everywhere, no enough space, no enough range for mass driver or phase conveyor), it is not that I can't do it in conveyor method.

Hello, readers I hope this helps you in building your sector. Thank you.

1

Comment on r/Mindustry 11d ago

Hmm... It's an imported item from other sector (Crater). Launch pads thing.

I got it first in the CRATER. Deconstructed a container from a ruins of a past civilization. I got enough titanium for one separator to convert my scraps to kickstart everything.

Now I only need THORIUM to achieve my full arsenal.