Introducing MindustryClub
Hey everyone, I want to introduce a project we’ve been working on for a while: MindustryClub.
If you’ve played Mindustry for long enough, you probably know the usual routine.
You find a schematic in one Discord server, a map buried in an old post somewhere, a mod on GitHub, another mod on a completely different website, and then spend another ten minutes trying to figure out whether any of it still works with your current game version.
That’s basically the problem we want MindustryClub to help with.
The idea is to build one place where Mindustry players can find, share and manage maps, schematics, mods and other useful resources, without everything being scattered across half the internet.
So, what can you actually do with it?
The main part of MindustryClub is the resource section.
Right now, we’re treating maps, schematics and mods as proper resource types, instead of just throwing everything into a generic download page.
That means resource pages can actually show useful information.
For example, a schematic page can show things like what blocks it uses, construction materials, production information and logic content.
For maps, we can show things like rules, resources, spawn points, cores and waves.
Mods get their own pages too, with version history, Mindustry version support, dependencies, files and changelogs.
The goal is that when you open a resource page, you should be able to understand what you’re looking at before downloading it.
Maps and schematics can be previewed online
This is one of the parts I personally care about quite a bit.
Instead of downloading a schematic, importing it into the game, realizing it isn’t what you wanted, deleting it, then repeating that five times, we want you to be able to inspect it directly on the website.
The same idea applies to maps.
We’re also working on browser-based editing for maps and schematics.
The editor is still being improved, so I’m not going to pretend it replaces the game editor yet, but the long-term goal is to let you open a resource, make changes, and export it again without having to jump through a bunch of extra steps.
A proper wave editor is also part of that plan.
Mods are getting more attention too
A lot of resource sites treat mods as basically “here’s a ZIP file, good luck.”
We want mod pages to be more useful than that.
They can include version history, supported Mindustry versions, dependencies, release notes and different downloadable versions.
We’re also working on GitHub release syncing, so mod developers won’t necessarily have to manually upload the same release to several places every time they update their mod.
If a mod has dependencies, those will be shown before downloading too.
You can still decide what to download. We’re not trying to turn dependency warnings into an annoying wall that stops you from doing anything.
Publishing stuff should be less painful
MindustryClub is also meant for people who actually make things.
If you make maps, schematics or mods, you can publish them and keep updating the same resource instead of making a new post every time you change something.
Versions, changelogs and compatibility information can stay together.
That sounds pretty basic, but Mindustry resources have been shared through random posts and file links for years, so even getting this part right makes a surprisingly big difference.
Search is a big part of it
Once you have enough resources, a giant list becomes useless pretty quickly.
We’re working on search and filtering around things like:
Resource type
Author
Tags
Mindustry version
Dependencies
Language
Compatibility
So instead of searching for something like “that one decent surge schematic I saw three months ago,” you should hopefully be able to narrow things down properly.
At least that’s the dream.
It’s not supposed to stop at the website
We’re also working on other parts around MindustryClub, including friends, activity status, notifications, cloud saves and support for external clients.
There are desktop and Android clients planned around the same ecosystem, and we also want third-party launchers and in-game mods to be able to connect to MindustryClub through public APIs.
So eventually, you shouldn’t always need to open a browser just to find or download something.
For example, a Mindustry client or mod could search the same resource library directly.
That’s one of the bigger goals of the project.
What about MDTBBS?
Some people may already know MDTBBS, our Chinese Mindustry community.
MindustryClub comes from the same ecosystem, but it isn’t meant to just be “MDTBBS translated into English.”
It is being run separately and designed for international players.
English is the main language, and we also plan to support languages like Russian and Japanese.
We’re trying to make the interface, moderation and general community experience make sense for an international audience instead of copying a Chinese site and swapping the text.
What we want this to become
The basic idea is pretty simple.
If you just want a good map, schematic or mod, it should be easy to find one.
If you make resources, you should have somewhere decent to maintain them.
If you make tools, launchers or clients, you should be able to connect them to the same ecosystem without needing some private API that only a few people are allowed to use.
And ideally, we can stop losing good Mindustry content to expired file links, forgotten Discord messages and abandoned download pages.
MindustryClub is still being built, and some parts are definitely rough around the edges right now.
But that’s also why I’m posting about it early.
We want it to grow alongside the Mindustry community instead of being designed in a vacuum.
If you make maps, schematics, mods, tools, or you’re simply someone who has spent way too much time playing Mindustry, you’re welcome to check it out and tell us what feels useful, confusing, unnecessary or just plain annoying.
MindustryClub is basically our attempt to make finding and sharing Mindustry stuff suck less.
That’s the project.