Yes, there is a guide. https://mindustrygame.github.io/wiki-testing/logic/0-introduction/#why-is-everyone-rude-in-logic-on-the-discord
Just realised that is not the actual guide but it tells you where it is lol
You mean which are which, or how to deal with each?
Enemies section of the documentation: https://mindustrygame.github.io/wiki/units/chaos-array/ Flying enemies are ghoul bomber, lich, reaper, revenant, wraith fighter. Flying units prioritize power generators. Doesn't have to be producing power, they will still head towards it if near to their spawn point. That will help you concentrate your AA turrets somewhat.
you shouldn't lose progress when you update the itch.io version as the saves are located in the username appdata folder, separate from where the game is kept.
As for updating the itch.io version, you have go to the site to re-download it every time a new build is released, which is sometimes annoying. Steam version autoupdates by default
4.0 includes... stone, lead, tungsten, coal, carbides, titanium, thorium, plastanium, silicon, phasematter, surge alloy, biomatter, sand, blast mixture, pyrite, and maybe morein the future xD
Liquids include, water, lava, oil, pyrofluid.
For more stuff vist the mindustry trello, https://trello.com/b/aE2tcUwF/mindustry-trello
I have wrote an explanation of frag that I'll have to dig out.
For now I will just point out that the order of the ammo in the turret description (same info that is in-game) indicates their relative effectiveness. Eg. https://mindustrygame.github.io/wiki/blocks/turret/ripple/ Graphite and silicon do the same damage but silicon is ranked higher because it has the extra bonus of homing. Blast might appear to do more damage than plastanium, but the frag effect is so powerful that it makes plastanium the deadlier ammo.
There is only one way to make surge alloy: https://mindustrygame.github.io/wiki/blocks/crafting/alloy-smelter/
Aside from the silicon, everything else it needs can be just mined. The difficulty comes from the quantity of items and amount of power it takes to make a single piece of surge alloy.
In the wiki, what does "Shots", "Shots/Second", "Ammo Multiplier" and "Fire Rate" mean?
How many graphite per second would I need to feed a Duo turret?
https://mindustrygame.github.io/wiki/zones/desertWastes/
It is always the same map, just your starting position ("landing zone") changes. Ruinous Shores and Tar Fields work in the same way.
What do you guys think of my new ScapPact?
Cool features include: - Compact single Impact Reactor that runs on scrap. - Dioded power input and output - Buffered resources in container
bXNjaAF4nE2TS4/TMBCAx2nSvPpY2OVxjLTnoMKKA1du3FbiwKGqkJs4K7NpEjlJu91/wg9BAokLEhf4SauyZcbTpbhyP489bzswgqkDbiVXCibvMyObS5l1yfrVixnEuWozo5tO1xXAc5g2pWw7Wel+lW5kWYK/lF2nzBa8XNe5gulGopiqm86gk9pAlPVlp9eS1pOl0fmVSrO6ynvdgb9SbSuvMKxeNaieGsVG8ZLCpCt9owyc1mtlcqPXKm1M/UlZjWlmtnVR9jo/aE2arZGd7tRBnma1LNNMVZ3RRY8x4rapDbnAmDA9ZrJWW0qzqTeYd0U1BH1V1jJHJ2MKXZT1Jr3CslCpL3FD3+JRiKad1BUtW9VIYyscrlSJ9UOsq4zOuOy+yv93A7CE4xAMBwaEAcNleIwhw2cEjJARMWLGiDGGgbCOBw7QwkoOeRekQPBAuAgfBEkhIyYjgeYOJXTIS1AeDjj+MVkUx+zvkJ1wBXyeG5Uvjg9ofmXUdmHf0fw8t2MRRUmSpMn8fDYritls8ebF6+vk3+kl3UFS913Td6TIHtLkXYUbyctkWfYqWWKHk7pIWgoURazzdoteLi6yrCgWH+RtvWmv9fy8sGPx0fbR8ff7/Xecv7BoF3+CGon1UyNDbrmtf8C1udxdl2t2edPjXntkN0Jg38YI232PVYakMkEICvgN5290MeR+DlnH56v2yXfE9zpFeIFrdexdHZ7CCe4PPer8I1yh4WP8C0CQhNEniIgCfcX5w3qJgwgESvf7e+Q9OLjaAezvaOL6jqX9js5Rf8RvCxMjZxObG5rvBD01HKcIbOAZAhN+gggZGIY2bdMCLizkFx1yH0PaOkG4HpV1hit7ErJyxJ2KuFM7eBDdhxT+wFMU0fYZYsiHPul+wflzQGLwoLu3YnzMXqA4og8g4s8hQnNBlwcMwXAYA4bLOFzzkCWfETBCRsSIGSPGGMRf88EGcg==
In the end I got it from https://apkpure.com/mindustry/io.anuke.mindustry/download/29628-APK?from=versions%2Fversion
and comparing the signature certificate with official apk from my phone so that file should be good. Its sha256 is d27e6be8739d13cb62444bed0cef0a12457faad22b6514ee515b7845c7ae8742
Yep! Plus using variables we can set it on the fly
Here’s a slightly outdated list https://mindustrygame.github.io/wiki/logic/3-variables/ the constants start like half way down the page
It’s missing the new ones from v7 (I forget the names but they give us the number of resources types, block types, and unit types)
https://mindustrygame.github.io/wiki/servers/ https://portforward.com/
I've never set up a server for this game but have done so manually for terraria in the past.
Basically you have to download a server client of the game from itch.io (look at the first link).. this is basically a version of the game but no graphics just a command console. Then you need to adjust your Windows defender & firewall settings to make exceptions for the games port. You also have to login to your router and do the same thing. Portfowarding.com usually has very good guides for this
You can iterate across all links (and check what building type current link is) with getlink and counter (wiki article with a sample). So with that you can have your commands in loop body and iterate over them. Be mindful how much commands and links there are, each processor tier has "speed" i.e. amount of commands it executes in given time.
There's generator handling code I did some time ago, it iterates over all links and depending on building does some logic. Might be helpful
https://mindustrygame.github.io/wiki/units/revenant/
They're the only flying unit on Craters, if you remember what that was like. They fire the same missiles that lich do. I guess they can be thought of as mini-lich.
Can you be much more specific? What 'water' things? What are you trying to do with them? Have you read the documentation on liquids? https://mindustrygame.github.io/wiki/blocks/liquid/bridge-conduit/
If only there was documentation for this sort of thing...
https://mindustrygame.github.io/wiki/blocks/defense/plastanium-wall/
https://mindustrygame.github.io/wiki/items/blast-compound/
Shows what block(s) produces it (which will include drills in the case of naturally occurring materials) and what blocks consume it.
The ammos for each turret are listed in order of effectiveness. Eg. for duos copper is the weakest and silicon the strongest. https://mindustrygame.github.io/wiki/blocks/turret/duo/
But the most important factor to consider in choosing ammo is availability. A duo firing copper continuously is better than a duo firing silicon at half the rate because it keeps running out (of course you could feed it silicon and copper...). Likewise, pyratite might be more effective than graphite, but graphite is much easier to make.
In conclusion, it depends. Learn the strengths and weaknesses of the turrets and their ammo types, then you will be able to adapt to any situation.
Read the documentation, eg. https://mindustrygame.github.io/wiki/blocks/crafting/alloy-smelter/ - same as the in-game info. Pay particular attention to the input:output ratios of crafting blocks and the bandwidth of distribution blocks because those two will set the upper limit on factory size.
Eg. 1 alloy smelter needs 3.2 lead per second. A titanium conveyor can supply no more than 10 lead per second. 10/3.2 = 3.125, so if you only have 1 conveyor of lead coming in, there is no point building your surge alloy factor larger than 4 smelters (the fourth smelter will only be used at 1/8th of its capacity).
I think I'm finally getting what you're saying.
There is a "wiki" (it's not actually a wiki) https://mindustrygame.github.io/wiki/, but for the most part it is identical to the in-game documentation.
The best way to learn is by trying stuff out yourself. Start a sandbox game (Play -> Custom Game -> pick a map -> set Gamemode to Sandbox) and experiment to your heart's content.
The missing one is distributor (2*2 router, I've done),as liquids don't need sorter and over/underflow...wait a second...
​
Edit: So there is no liquid overflow gate in game, but there is a type in code named "LiquidOverflowGate" and textures for it, I think I'll make it.
It's just a normal production chain, with the goal of powering the reactors (the large central blocks). You can see what each block is and what it produces/consumes in the in-game help or the wiki.
The only thing that might be non-obvious to a new player is that buildings automatically transfer items between each other if able, so you can avoid belts by placing things adjacent, which is how you end up with these highly compact designs. Good to know as it's useful everywhere in the game.
And maybe those two sorters... players' refusal to use normal belts is probably non-obvious to new players. Turns out all the utility belt blocks have higher throughput than the actual belts themselves, so everyone uses them instead. It's a weird game design choice, but it is what it is. Just read this.
#1 tip, in bold with stars: read the documentation, either in-game or on the web. Some of the web documentation is a bit out of date, but all the block/crafting info is current. Eg. https://mindustrygame.github.io/wiki/blocks/crafting/pyratite-mixer/
#2 tip, underlined in purple and dusted with glitter: spend some time in sandbox. You have infinite resources and near instant build speed so you can tinker with designs to your heart's content. The best way to learn how to design things is to practice designing things.
#3 tip, shouted in a threatening manner: DON'T CHAIN ROUTERS
From the wiki FAQ:
On the App Store, distributing the game there costs a lot, as a developer will need a Mac, and a $100/year developer license to do so. Such expenses are covered by charging for the game on there.
https://mindustrygame.github.io/wiki/blocks/effect/launch-pad/
Any type of item that can put into the core can be put into a launch pad. Off the top of my head I can't remember if pads launch without being full.
A silicon smelter consumes 2 sand and 1 coal per production cycle, and a silicon smelter's production cycle is 2/3rds of a second (displayed as 0.67 for brevity). 2 sand and 1 coal every 2/3rds of a second is 3 sand and 1.5 coal every second.
https://mindustrygame.github.io/wiki/blocks/crafting/silicon-smelter/
You need to build something that generates power. The first one available to you is the combustion generator: https://mindustrygame.github.io/wiki/blocks/power/combustion-generator/ Build it and then supply it with coal.
Or, go to the wiki, which seems to have all the same stuff for modding as well as all the other stuff that goes into a wiki.
https://mindustrygame.github.io/wiki/modding/
There do appear to be some differences, but it's mostly the same.
Same point as playing the campaign: for fun, for a challenge, etc.
Multiplayer: https://mindustrygame.github.io/wiki/servers/ Probably the easiest way to do it is to use the Steam version to host a game.
Try this:
Seriously, making surge alloy is fundamentally no different than making metaglass. Provide the required inputs and power to the factory block and it will make the thing it makes.
Almost everything you need is here: https://mindustrygame.github.io/wiki/
Tip: the numbers shown are rounded from the values used under the hood. A lot of the ones that end in .33 or .67 are actually x/3. Eg. 2.33 is actually 7/3, 0.67 is 2/3, the alloy smelter's 0.17 production cycle time is actually 0.16666666... or precisely 1/6.
The wiki does list all the things graphite is for. https://mindustrygame.github.io/wiki/items/graphite/
"Produced in" you've figured that part out already.
"Required for" is things that consume graphite, meaning you send the graphite to them. Ammunition for six turrets and a component of fortress mechs.
"Used to build" is all things that you "spend" graphite to build. This uses graphite that you have stored in your core. As you can see it is a long list and includes some crucial buildings like the pneumatic and laser drills. Note that the very powerful graphite producing multi-press requires graphite to build.
So you want something that is like a router, but for liquids? A liquid router? https://mindustrygame.github.io/wiki/blocks/liquid/liquid-router/
> What is the logic for
It can't run on full efficiency without it; Null unloaders don't distribute resources fast enough, and so logic micro is required to minimize size;
> Care to share the schem?
https://www.filemail.com/d/xugfptlvvtswcne
> The idea is to use the same schem for both.
I would say that all good players have schems for both dark and white sand, due to the fact that in the schem building community, every tile saved is gold. It's nice to have a schem for both sands (Basically a white sand design), but placing a white sand crucible on dark sand wastes both space and materials.
Anyways, if you want a little context, that schem was made by Sirius, who I would say is the best impact and crucible schem maker out there. You can tell - his designs are usually tens of tiles smaller than the commonly used ones.
I'm aware that the later number keys are hard to reach. However, despite the inherent flaws of the current system, I felt that a more complex system using fewer keys would be too unintuitive and difficult to learn for most players, nullifying the mnemonic benefit of hotkeys in the first place, or have such long key combos for later blocks that the speed benefit of hotkeys would be canceled out. I also prioritized making the most commonly used blocks require few key presses to select.
It's the same conundrum many RPG developers have when setting default hotkeys for their UI with 10-20+ skills: do they make it optimal and hard to learn by binding Q1234ERFZXCV, or do they make it dead simple and easy to learn, but hard to use optimally, by binding the number row? I think the answer that most of them come to is that the intuitive setup is best for new players, and there is no singular setup that can sate every pro player, so as long as the option to customize is available, the easy setup is the best default.
Number hotkeys are far more usable for the entire range of selectable blocks if the hotkeys are bound to 12345QWERT, or to the numpad, or an equivalent grouping on the letter keys (you could bind, say, TYU-GHJ-BNM-space as if they were numpad keys, just closer to WASD).
The great thing is that now that there is a hotkey system in place that can select any arbitrary block in any category instantly (even beyond the 16th block), anyone can create an alternative hotkey system using AutoHotkey or AutoIt, which can then automate the pressing of the in-game hotkeys, without waiting for dev approval to be added to the game.
Yes, the belt data has discrepancies (I read something that I did not understand about delta time and fps). To avoid the 'human error' you can have an auto-clicker software with multiple tap locations set up to trigger after certain set seconds like the play and pause button.
This one is fairly accurate: for android.
I don't know a reliably accurate auto-clicker for windows that has the multiple tap feature.
This way, you can calculate actual throughput of belts.