v8 Build 160
2026-09-11• Added a system for plugins to display custom UI on clients (see https://mindustrygame.github.io/wiki/serverUiBuilder/) • Added support for servers sending dynamic textures to clients via `Vars.netServer.sendTexture` • Added server remote methods for bulk-filling tiles • Added button to restore automatically disabled mods • Added version selection for mods that are reinstalled • Added support for viewing items in bridge conveyors • Added descriptions for more settings • Added a button to the server browser to sort by player count • Added a target dummy block for measuring DPS • Added button to unset keybinds • Added map sorting by last modification date • Added localization support for logic editor • Added rule to allow building cores anywhere and switching teams from cores • Added statusChance field to bullets
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• Made Reconstructors display all possible stances even with no units contained in them • Improved auto bridge placement algorithm • Made servers send existing entities with world data, which may improve initial rubberbanding (or be extremely buggy, who knows) • Various improvements to database stat info • Made non-player units no longer update in the map editor • Made the mirror axis draggable in the editor • Merged animated shields option into animated surfaces option • Implemented a workaround to fix Time Control mod bugging out enemies at high speeds; this was not a vanilla bug • Improved power generator/reactor explosion visuals/effects • Minor improvements to mining effect visuals • Allowed ground units to move into solid reconstructors • Slight optimizations to unit physics • Improved targeting of Ripple/Titan; they now target groups • Made 'within' logic command not apply logic control • Added support for logic markers as light sources • Made camera sensor privileged-only (it did not function properly on servers anyway) • Made setrate instruction available for non-privileged processors • Added support for \uXXXX, \n, \", \\ escape sequences in logic • Added support for storing arbitrary objects in memory cells • Added more features to logic cutscene control • Added a sound selector UI for the logic play sound instruction • Improved layout of logic editor UI • Unloader behavior changes at lower FPS • Made bridge blocks not accept items when disabled • Made status effect apply instruction accept status effect variables • Made status effect durations sense-able • Potentially breaking change: For security reasons, JSON now requires classes to have the `@AllowSerialization` annotation to be deserialized when type is ambiguous • Slightly reduced rotation speed of Spectre, Meltdown, Foreshadow, Swarmer, Cyclone • Buffed Erekir payload logistics (decreased build costs, faster fire rate) • Buffed Nova • Health: 120 -> 200 • Boost speed: 1.5x -> 2x • Reduced fire rate (24 -> 30 ticks to reload), but now with a pierce value of 2 • Smarter heal ability triggering • Decreased speed of copper conveyor post-buff (was 4.2 -> buffed to 6.5 in 159 -> now 5) • Increased armor of higher tier units: • Scepter: 10 -> 20 • Vela: 9 -> 16 • Arkyid: 6 -> 14 • Antumbra: 9 -> 17 • Quad: 8 -> 10 • Reign: 18 -> 30 • Corvus: 9 -> 14 • Toxopid: 13 -> 22 • Eclipse: 13 -> 22 • Oct: 18 -> 20 • Navanax: 18 -> 20 • Fixed mod icons not displaying when newly imported • Fixed line joint rendering at sharp angles exploding into infinity • Fixed various bugs with displays-on-displays • Fixed pings persisting across maps • Fixed various data patch bugs & map corruptions • Fixed player-controlled units still internally aiming for their last AI-designated target • Fixed some pathfinding bugs related to insect units • Fixed various bugs relating to `setprop team` • Fixed overlay floor color not blending properly • Fixed combustion generator not removing itself when exploding in a payload • • This is the last 'feature' release of v8; there will be no more changes aside from bugfixes in this version. I will be shifting focus towards developing v9. Hotfix 160.1: • Fixed modded particle effects being double the size • Fixed crash caused by API changes with some mods • Fixed some audio-related crashes • Fixed target dummy unit being spawn-able • Fixed target dummy being placeable into payloads • Limited target dummy hitbox size & other values Hotfix 160.2: • Reverted fix to logic setblock rouding; coordinates are no longer rounded • Made data patch sounds only use streaming when above 100kb • Fixed weather appearing twice in rules dialog • Fixed unbinding a key not saving • Fixed category icon mouse position being offset at high UI scales • Fixed objective markers remaining after sector capture • Fixed team-specific infinite resources rule not making blocks show up as buildable in the build menu Hotfix 160.3: • Fixed dummy block crashing or disconnecting clients when configured in multiplayer • Fixed dummy block being overdriveable • Fixed requiredPlanets not working in data patches • Fixed data patch maps sometimes crashing after adding items • Hotfix 160.4: • Fixed yet another target dummy bug relating to parameter validation on servers • Fixed high memory usage in pathfinder when large amounts of units target a dummy • Fixed a very specific data patch crash Build 160.5: • Fixed certain popups still displaying on servers when UI is hidden • Fixed some bugs relating to chain lightning snapping • Fixed hex/binary values of numbers in logic processors not parsing when above Long.MAX_VALUE • Fixed shape text marker not being selectable in logic UI • Fixed target dummy not being able to land when other dummies with large hitboxes are nearby • Fixed entities with extremely large hitbox sizes causing a thread to freeze • Fixed processor graphics/text buffer not clearing on restart • Fixed crafters not being able to output fast enough when output is boosted • Fixed map descriptions not wrapping • Made player list UI wider • Liquid bars are no longer displayed in data patched blocks with 0 liquid capacity • Images in data patches now have alpha bleeding and antialiasing applied, matching how vanilla sprites are processed • The mod browser will now prioritize mod releases with a title that matches the current Mindustry version (e.g. a release with will be prioritized on Mindustry build 160.x)