Future Content

This page details planned future content for Mindustry, as announced by the developer, Anuken. A more detailed list can be quickly found on the Mindustry Trello Board at https://trello.com/b/aE2tcUwF/mindustry-trello, while others can be found in the development and preview channels on the Mindustry Discord.

Bleeding Edge builds are an alternative way of accessing in-development features and mechanics. The releases of these builds can be found at https://github.com/Anuken/MindustryBuilds/releases, while a brief overview of the changes can be seen on the main repository's commit history, at https://github.com/Anuken/Mindustry/commits/master.

**Note that the Mindustry Unofficial Wiki is not associated with the Mindustry Trello nor the developer of Mindustry, Anuken**.

## Build 147

Listed below are major updates that are likely to be implemented in the next build, **Build 147**, based on the commit history.

### Enhanced Command Mode Orders

Multiple commits were made to improve the functionality of the commander system. New features include:

* Control groups, which are unit selections that can be instantly selected using number hotkeys.
* Stationary unit stances, which will determine whether units hold fire or shoot nearby enemies while not moving.
* Payload commands for loading Units, loading Blocks, unloading all payloads, and entering blocks/units as payloads.
* A patrol command system, which makes the units move back and forth between two points.
* Formation movements, where units maintain a relative position to each other as they move.

### Balance Changes

* Scathe is to receive another buff:
	+ Base missile area damage will increase from 700 to 1500.
	+ Base missile building damage penalty will be increased from -70% to -75%.
	+ Frag area damage will increase from 80 to 160.
* Navanax receives a suppression field similar to the one on the Quell and Disrupt, with a new colour.
* The Zenith guardian on The Craters will receive increased shield health.
* Foreshadow's damage will be capped at 60% of a target's max health in one shot and use a new bullet type, internally referred to as the *RailBulletType*. This damage cap will only apply to a unit's base health and not personal or area shields.

### Derelict Block Repair

Derelict blocks will be converted into the player's team by a special button. It is unknown how the build cost for repair will be determined.

A gif from the Mindustry Discord #dev-preview channel, demonstrating how Derelict repair will work.
## Neoplasm Expansion

The development channel on the Mindustry Discord server has recently announced plans to expand the functionality of Neoplasm into their own "faction", consisting of a growing organic mass similar to the creep from Creeper World. It is unknown whether the Spore Pod will receive similar treatment.

This expansion might be the primary focus of Version 8.0. Draft sprites have been contributed by spriters on the server and Anuken himself. As no public build currently exists, all of the listed features below are subject to change.

For those without access to the server or development channel, search "Mindustry V8" on YouTube. It will show compilations of the server's footage.

### Basic Mechanics

* The new Neoplasm faction is not intended to be user-controlled and is designed solely for PvE scenarios.
* The faction attacks by spreading Neoplasm puddles and "creep"-like blocks onto exposed areas. Creep originates from "hearts", which are built on top of empty vents. This creep damages player blocks adjacent to it to remove any Turbine or Vent Condensers that occupy vents.
* After hearts have persisted for a long time, they will independently create new structures, including unit factories, turrets, and resource extractors.
	+ Extracted items will move along creep pipes to reach their destination.
	+ Turrets will be replaced with larger and bulkier versions once they have survived for a set length of time.

### Possible Units

* Latum may be excluded from this faction or completely removed due to concerns about space.
	+ Renales, however, may remain.
* Vesicle: A basic unit similar to the Renale, that rams blocks to damage them. They may also colonise exposed vents and leave a persistent trail of Neoplasm.
* A moth-like carrier that may have high health and a low-damage attack or none at all.
* Fluid-filled bubble missiles that cause damaging explosions based on the fluid inside. Ones for Hydrogen have already been made.
* A tentacled Air Unit that drops Neoplasm bombs.
* Another Air Unit that spits Neoplasm projectiles.
* Walky/"Miserable Creature": A mech-like Insectoid Unit with three organic legs, whose attacks are unknown.
* A Larger Insectoid Unit that spews Neoplasm bullets.
* Polyctenid: An even larger Insectoid Unit that spews a continuous stream of Neoplasm, like the Tsunami.
* A multi-segmented Air Unit unit that spews out Neoplastic beams.A Polyctenid.Unknown Neoplasm Air Unit.An Zenith-like Neoplasm Air Unit.

### Possible Blocks

* A turret will fire a spread of homing orange bullets at set intervals.
* Arkycite landmines.
* A turret that fire hydrogen-filled bombs.

## Serpulo Campaign Rework

Recently, a new channel has been added to the Mindustry Discord server. Its purpose is for people from the server to submit their own maps into the Serpulo campaign, as well as remaking previously-existing ones. If they are supported by both Anuken and other members of the community, they will be implemented.

The channel for players to submit their mapThe channel for criteria and tips
### Criteria:

#### General

* The map must be Serpulo-themed.
* The difficulty must be reasonable.

#### Terrain

* The terrain must look natural and match the Serpulo terrain.
* While making the map, it's recommended not to use spray tool, as it can ruin a good map easily.
* Mimic the ores pattern (Titanium usually appears in 'stripes' with shale around it, Lead is placed near natural walls, Coal is commonly placed in stripes, Copper is placed in a blobs-like pattern, etc).
* The map must have boulders, not too many, too few, or too close to each other.

#### Objectives & Scenarios

* It must not include the use of RTS AI option.
* Try not to make the sector too open or narrow.
* Make sure that the resources aren't abundant or lacking.
* It may teach the player new mechanics.Full versionFull versionFull version

### Currently Implemented Submissions

#### Frozen Forest (Rework)

(Link to original commit)

The first implemented submission is a rework of Frozen Forest, created by the contributor Elixias. The new map has more resources and a more linear path while retaining the same waves, making a previously unexpectedly challenging sector easier to capture. Most of the focus is on increasing the aesthetics of the map and making the terrain appear more natural.

The preview of the new Frozen Forest in the map editorPossible core (yellow) and enemy spawn locations (red). One of each is chosen upon entering the sector.In-game screenshot of the reworked map.