Version 7.0

**Version 7.0** is the latest major version of Mindustry and adds a significant amount of content, most notably the new planet Erekir. Other glaring issues that existed in Version 6.0 were also fixed and balanced out, including the tactic of loaded Zenith suicide bombing, as well as stopping the ability to move sectors if one is under attack.

Version 7.0's official release on all platforms was on the 11th of November 2022 with Build 140.3, as well as a long development period of 1.5 years from Build 127 to 140.2.

## New Content

### Erekir

*Main article: Erekir*

Erekir is a new planet that is accessible alongside Serpulo, the pre-existing planet from v6. The gameplay of Erekir places a much heavier focus on unit production and attack sectors, although it is technically smaller as procedurally generated sectors are absent. Containing over 100 new blocks, 18 new units and 10 new resources of all kinds, it is a massive addition to Mindustry. A new custom map using the Erekir block set called *Domain* is also available.

Erekir's new mechanics include:

* A heat system, where heat is transferred by touching blocks proportionally increases efficiency.
* Fog of war, which obscures areas unexplored by blocks and units.
* A power transport system similar to that of Classic.
* Multiple Cores in the same sector can be built on available or liberated Core zones.
* An expanded payload system, including blocks for building, loading, unloading and destroying blocks in payload form.

### Naval Support Units

Naval Support Units are a new branch of units that focus on mixed offensive, defensive and production-oriented support. These units are the most expensive and take the longest to produce. Their new mechanics range from portable repair turrets and point defense to full-on AOE healing and overdriving player blocks.

The five new Naval Support Units are the  Retusa,  Oxynoe,  Cyerce,  Aegires and  Navanax.

### Unit Command System

Replacing the previous control and ordering system, the new unit command system is a way of controlling units with as enough flexibility and ease of use as possible, mimicking the systems used by other real-time strategy games such as Starcraft. Groups of units can be selected while command mode is active, being able to move in unison.

This system was added so that a level of unit control was accessible to all players without having to design complicated logic-based systems. Because of this, the Command Center has now been removed.

## QoL and Other Feautres

### General

* With the double-tap to mine option enabled, Sand can now be mined by units.
* Blocks belonging to the Derelict (inactive) team can be stored and relocated by payload units.
* Core landing and Core launches now have special animations.
* Numerous sound, sprite and UI improvements.
* Fire visuals no longer lag the game to unreasonable levels.
* Guardian units now have a red outline.
* The pause indicator now moves the Core item display down instead of covering it.
* Schematic tags.
* Lighting on all sources improved; Thorium Reactor explosions now emit far more light, and certain bullets now glow.
* New statistics were added to the Core Database, including input and output rates per second, fragmentation bullets, etc.
* Turrets and units can now have animated components.

### Campaign

* The four factions in the campaign (Sharded, Crux, Derelict and Malis) now have icons.
* Status effects are now displayed on the UI.
* Units that cannot be upgraded due to missing technology (i.e not unlocking Horizon and upgrading Flare) will now have a warning icon that looks like the tech tree.
* Sector export and import lines are now visible on the world map, similar to vulnerability lines.
* Sector import statistics are now displayed.
* Added a search panel for available sectors in the world map, highlighting those under attack.
* Added a tutorial to Ground Zero.
* Serpulo's sector generation now includes water-based maps.

## Editor, Multiplayer and PvP Improvements

### Multiplayer and PvP

* A Core capture option allows teams to convert Cores on destruction without the use of plugins.
* An option to create no-build boundaries from polygons instead of circles around enemy Cores can be toggled on maps.
* Specific units can now be banned when setting up a game. Banned Tier 1 units cannot be built from their factories and reconstructors cannot accept anything that upgrades to a banned unit. If one unit is banned, all of its upgrades will also be banned.
* Loading world data when joining a server now shows a progress bar.
* An option for automatically removing the buildings of destroyed teams was added.

### Editor Improvements

* Individual teams now have their multipliers for block health, block damage, AI building level and unit modifiers.
* Editor generation now has more accurate and detailed sliders. Certain generation filters now have improved functionality.
* The wave editor can now compress unit data for easy navigation.
* Unit wave scaling can now be capped.
* Status effects can now be applied to waves directly in the editor.
* Units can now spawn from different locations instead of singular spawn points.
* A new RTS-styled AI for enemies is available, where produced units gather in waves before attacking.
* The playable area can now be limited to a certain rectangular portion of the map.
* Walls can now be converted into elevated cliffs.
* A custom game can now be launched directly from the editor.

#### World Processor and Objective Editor

*Main article: World Processor, World Cell*

The **World Processor** is a new, indestructible block that intends to mimic the functionality of plugins with logic. It has greater functionality than regular Logic Processors as it can change the map's walls and floor, spawn waves and units, reveal more areas of the map, cast explosions and even manipulate the camera. It also uses parts of the editor's new **Objective Editor**, which can add and remove certain global "flags" that World Processors use.

World Processors are present on almost every map on Erekir and control aspects such as non-aggression periods, production escalation and tutorial-esque instructions.

## Balancing

*Full list at Version 7.0/Balance Changes.*

* Zeniths have been massively nerfed.
* Most turrets and units no longer overshoot their stated ranges. Their detection and projectile range are now very close to each other.
* Flare line unit behaviour has been updated. High-level Air Units will no longer spend time attacking walls. Eclipse now targets reactors as a priority, while Antumbra attacks generators.
* The Fortress has been significantly buffed.
* The Cultivator now requires three Water Extractors to run, essentially killing off any fuel-less power system.
* The Vela can now repair nearby units.
* Legged units can now drown if all legs are in deep water. Large units like the Reign can now also drown, at a rate much slower than other units.
* Vaults and Containers surrounding a Core carrying explosive materials now have lower explosion damage.

## Removals

* The unit ammo system has been completely removed.