This is the repository for Mindustry suggestions and feedback.
For bug reports, use the Mindustry issue tracker.
Keep conversation here respectful, even if you feel like someone is being ignorant. If you need to point out that someone missed a feature or doesn't know how something works, you are free to remind them of that in a reply, but keep it polite, or at least neutral. This is not a place to insult people. If you really think a suggestion is completely worthless, leave a 👎 reaction, and move on with your day - you are not helping anyone by leaving snarky comments.
If it's been two days, I've most likely read it. I check this repository regularly - yes, really. It is not just a dump of issues that never get read. If I like something, I'll implement it.
Some assume that, because I am not commenting on every suggestion detailing why I will not implement something, I am not reading these issues - this is not the case.
Because most suggestions are bad. The overwhelming majority are rejected because they fall into one (or more) of the categories below:
- It's too niche or not sufficiently useful to warrant adding to the game.
- It is infeasible to implement or not worth the effort.
- It's just a bad idea and would negatively impact the game.
- It's not a bad idea, but I don't have time to implement it or have different priorities - usually, suggestions like this get the "candidate" tag.
- It's one of the things I have explicitly mentioned in the list at the end.
- It's already in the game and you didn't notice.
- It is written in a language I don't understand.
- It is incomprehensible or poorly written.
Manually closing invalid or completed requests is tiring. I'm not going to explain why I don't like your suggestion anymore - I just won't do anything. If I think it's good, you'll see it in the game soon enough, and it's your responsibility to close the issue if you so choose.
In very rare cases, I may ask for clarifications or start a general discussion on an issue, but that's unlikely to happen to most things posted here.
- Mechanics that increase game speed (fast-forward)
- New planets
- Teleporters
- Underground map layers
- Trains, or any transportation system that uses something analogous to rails
- Item-liquid junctions
- Controller support (this has already been attempted and does not work well with Mindustry)
- Turrets on top of cores, or similar "merged behavior" blocks like turrets with drills
- Built-in cloud sync
- Any kind of account system
- Additional configuration of blocks, such as I/O side configuration
- Configuring drill outputs or selecting which resource to mine
- Carrying aircraft with naval units
- Preview of unit paths or waves
- Any sort of string allocation in logic - copying strings to variables, splitting strings, etc
- Allied teams
- Bringing back overflow-sorter chaining
- Anything involving bringing back the old formation command system