recursal/Fanatic-Fandom huggingface dataset:
Naval Factory

## Purpose

### Description

Produces naval units. Output units can be used directly, or moved into reconstructors for upgrading.

## General

### Build Cost

150  Copper
130  Lead
120  Metaglass

## Research

### Research Cost

5200  Copper
4500  Lead
4100  Metaglass

The **Naval Factory** is a unit factory on Serpulo that builds tier 1 naval units, namely the Risso and Retusa. It can be placed entirely in deep waters as long as it is next to buildable land.

## Inputs and Outputs

35  Metaglass (0.78/sec)
  Retusa | 15  Silicon (0.3/sec)
25  Metaglass (0.5/sec)
20  Titanium (0.4/sec)

## Trivia

* Like all other unit-producing blocks, the Naval Factory can hold up to double the production cost of its output unit.
Oil Extractor

The **Oil Extractor** is a resource extractor on Serpulo. It uses Sand and Water to continuously extract small quantities of Oil from certain tiles on the floor. It can only be placed on 4 types of tiles, which have different efficiency rates: salt tiles, sand tiles, dark sand tiles, and shale tiles in ascending order of efficiency. As with the Water Extractor, Oil Extractors are less efficient than pumps when oil tiles are present.

## Tips

* Avoid building Oil Extractors on salt tiles unless you have no other option, as you will need 4 extractors to produce enough oil for a Plastanium Compressor.
* On Dark Sand, 2 Oil Extractors produce enough oil for 3 Plastanium Compressors, and if on light sand the ratio is reversed (3 oil extractors for 2 compressors).

## History

 Version 6.0
 Version 7.0
* Shale efficiency per tile increased (11.1% → 17.7%).
	+ This increases efficiency at maximum coverage from 100% to 160% (15 → 24 oil/sec).

## Trivia

* The Dark Sand affinity was added in Version 6.0 and is partially inspired by a suggestion from the github user potatoisagender. They state that they associated dark sands with oil sands in their home province of Alberta, Canada and wanted the tile to give some form of a bonus.
Emanate

## Purpose

### Description

Builds structures to defend the Acropolis core. Repairs structures with beams. Capable of carrying 2x2 structures.

## General

### Manufactured in

 Core: Acropolis

The **Emanate** is the final core unit of Erekir, created when a player is spawned through a Core: Acropolis. Unlike core units on Serpulo, the Emanate and its predecessors, the Evoke and Incite, have the following traits:

* They are untargetable by enemy blocks or units, unless carrying a payload.
* They cannot attack and instead repair blocks using their repair rays.
* They have a 2x2 payload capacity, but cannot carry any units.
* They can only mine Beryllium and Graphite.

Naturally-spawned (i.e not from console commands or mods) Emanates will all be controlled by a player and thus cannot be ordered by command mode. Emanates are way faster and can repair better than their predecessors.

## Trivia

* Emanate is the fastest unit in Mindustry, across both planets.
Mech Fabricator

## Purpose

### Description

Constructs Merui units. Outputted units can be used directly, or moved into refabricators for upgrading.

## General

### Build Cost

300  Graphite
200  Silicon
60  Tungsten

## Input/Output

### Input

50  Beryllium (1.25/sec)
70  Silicon (1.75/sec)

## Research

### Research Cost

6500  Graphite
4100  Silicon
1000  Tungsten

The **Mech Fabricator** is a unit factory on Erekir that produces the Merui from Beryllium and Silicon.

## Usage

When powered and supplied with the required materials, the Mech Fabricator will begin producing a Merui. The Stell is in payload form, meaning that if the centre block in front of the factory is not obstructed by a solid block (Ducts and Reinforced Conduits are fine) the unit will be "spawned". If the centre block is obstructed, the Merui will remain in the Tank Fabricator without doing anything and no new units will be produced until it is emptied. If the Fabricator is destroyed, the finished Merui will also be "spawned".

If the centre block in front of the factory is another payload-receiving block such as a Reinforced Payload Conveyor, the Merui will enter into the block without "spawning" until it exits. If it is a Mech Refabricator, the Merui will remain in the Refabricator until the block is destroyed or it is upgraded into a Cleroi.

The Mech Fabricator, along with all other unit-producing fabricators and refabricators, can store twice the items needed to produce one unit (100 Beryllium, 140 Silicon).
Plasma Bore

## Purpose

### Description

When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power. Optionally uses hydrogen to boost efficiency.

## Research

### Research Cost

9  Beryllium

The **Plasma Bore** is a resource extractor on Erekir. Unlike traditional drills, it fires continuous lasers with a limited range at wall ores to mine them. These lasers are blocked by solid blocks (i.e not Ducts or Reinforced Conduits) but can intersect each other. Much like Serpulo's Mechanical Drill, it is the most primitive drill available and can only mine the basic resources on the planet, which are Beryllium and Graphite.

Optionally, the Plasma Bore can receive a small amount of Hydrogen to substantially increase its mining rate.

## Gallery

Comparison between an unboosted (centre) and boosted (right) Plasma Bore. Leftmost bore shows maximum range.
Duct Bridge

Moves items over structures and terrain.

The **Duct Bridge** is a transport block on Erekir. It transports items to other linked Duct Bridges across a maximum gap of 3 tiles wide, bypassing other blocks and obstacles. Unlike the Bridge Conveyor on Serpulo, Duct Bridges are unidirectional and automatically link to the first block they can attach to. Every block apart from the last in a chain can accept items from the back and sides, while the last one outputs items in its forward direction.

When placing Ducts, the game will automatically place Duct Bridges over obstacles.

## Notes

* Duct Bridge links can intersect each other as long as they do not cross the blocks themselves. Because the intersection cannot go over other bridge nodes, the process of having four bridge chains in a one-block-wide line (commonly referred to as bridge weaving) is not possible on Erekir.
Naval Fortress

1 Nucleus

**Naval Fortress** is an attack sector on Serpulo. Like Windswept Islands, Naval Fortress is comprised of multiple islands, this time with a central island and multiple enemy Cores. Uniquely, it is the only landing zone sector that has two different guardians, being a Sei and Aegires.

## Details

There are two enemy Cores, one on the central island and another on the northwest. Both Cores have Scatters, Ripples, Fuses, Parallax and Tsunamis surrounded by Thorium Walls. The central base has plastanium-loaded Cyclones supplied from the Core and a few Lancers, while the outer base has a single Segment. The player Core starts in the southeast corner, on an island with plentiful amounts of all ores except Thorium, which must instead be obtained from other islands. The Sei only spawns from the central Core, while the Aegires spawns from both.

Each core has a no-build radius of 50 tiles and spawns waves every 90 seconds, with a three-minute delay before the first wave.

The central core.The outer core.
## Strategy

**If the first Core is not defeated by Wave 30, you essentially have no chance against the Sei.**

The defences around each base are rather light and can be defeated using tier 2 support units. A combination of Minke, Oxynoe and Cyerce for healing works well. Oxynoe can destroy incoming Ripple projectiles and overclock adjacent ships, making them vital

The main danger is that without a proper loadout, it is easy to die early-game. You will be constantly attacked by Rissos, Oxynoe and Horizons, which are sturdy early on. This can not only lead to a direct game over but also weaken your economy so your core can be fed to the Sei. Establish points around the outer circle for long-range turrets that can take down boats.

## Waves

*\*This entry does not contribute to the map's spawns due to an error in the beginning and end wave.*

## Trivia

* Naval Fortress takes the place of Sector 216 from Version 6.0's campaign.
Reinforced Liquid Junction

The **Reinforced Liquid Junction** is a liquid block on Erekir that allows two conduit lines to cross, making each line move in the same direction as before entering the intersection. They are automatically placed pre-building whenever Reinforced Conduits cross existing lines.

Unlike other liquid transport blocks, the reinforced liquid junction has an infinite throughput, meaning that connecting two Reinforced Liquid Containers or Reinforced Liquid Tanks together with them treats it as if they were adjacent, instantaneously sharing any fluids within.
Impact 0078

**Impact 0078** is a high-threat sector. Hosting remains of the very first vessel entering the planet, it's covered completely in Derelict walls and ruins.

Access to this sector requires Tar Fields captured, Thorium unlocked, plus Lancer, Salvo, and Core: Foundation researched.
The Force Projector, Overdrive Projector, and Overdrive Dome become available for research once the sector is captured.

## Details

The player core always spawns in the bottom-left corner, while the enemy spawn can be directly in the top-right or east of the map.

Resources are in high abundance here, with many copper, coal and thorium patches available. However, what isn't in high abundance is open space. The grid of ruins around most of the sector prevents any large schematics from being placed and can complicate mechanisms with Bridge Conveyors. Not only that, there are no Sand tiles at all and the resource can only be obtained from Pulverizing scrap.

In addition, two enemy bases border Impact 0078: the extreme-tier 226 and the infamous eradication sector 24. This makes it extremely difficult to keep the sector captured for very long.

The Antumbra spawns every 30 waves starting from wave 41, with one more Antumbra each time.

## Strategy

The Antumbra and Zeniths are likely to bypass concentrated Fuses, meaning that the anti-air line will be weakened compared to the primary defense. The danger of exploding Air Unit's corpses can also sabotage your efforts, which demands the use of Tsunami to push them back; naturally, using Surge Alloy turrets will synergise and clean up the guardian easily.

## Trivia

* Impact 0078 was originally made by the mapper Dexapnow as part of a map contest hosted by the developer of Mindustry, Anuken. Back then, it was named Impact 2172. It was implemented, but not officially playable in campaign until Beta Build 113.

## References

1. ↑ https://docs.google.com/spreadsheets/d/1whF\_xrWFtacE69dFuqXlv\_RKTrxPq8GwWfj5FKqMet0/edit#gid=418886270&range=D205
Router

### Details

*A necessary evil. Using next to production inputs is not advised, as they will get clogged by output.*

## Research

### Next Entry

 Launch Pad
 Distributor
 Sorter
 Container
 Bridge Conveyor

### Research Cost

100  Copper

**Routers** are transport blocks on Serpulo. They separate inputs into up to 3 outputs equally in a clockwise order. If one of the output directions is blocked, the Router does not distribute to said direction (unless possessed by the player).

## Usage

Routers divide your Conveyors in a simple way in any direction you need them to. It is important to note this results in every output receiving a fraction of the input conveyor's throughput. Chaining routers one after the other further fractionates the flow. This is a problem if you need items conveyed at maximum throughput, or an advantage if you want to split off a small fraction (like 1/8th) of the input. It also means router chains will always leak a fraction of the input out from the end.

Routers are fine and useful when first researched. Still, as players learn to saturate their production Blocks and increase their turrets' fire rate, later conveyor controls like Underflow Gates and Sorters are usually more effective for what they want.

As stated by the in-game warning, it is not recommended to put Routers next to factories, as the factory will output to the input router.

## Changes

 Version 6.0, unknown builds
* No longer sends items backwards in Router chains.

## Trivia

* In Version 6.0 and onwards, Routers can be controlled by a player. They separate items when the player holds the mouse and direct the output based on where the player aims.
* Due to their inefficiency when chained and said chains being common with new players, the Router is a meme within the Mindustry playerbase, often ironically worshipped as the ultimate block.
* When being possessed by the player, they can control the distribution system manually.
* The Router is associated with multiple achievements on Steam:
	+ **A Grave Mistake** requires researching the Router.
	+ **The Ultimate Form** requires the player to take control of a Router.
	+ **router** requires the player to chat as a router in a multiplayer server.
	+ **Heresy** requires the player to build two Routers next to each other.
Overdrive Dome

## Purpose

### Description

Increases the speed of nearby buildings. Requires phase fabric and silicon to operate.

## General

### Build Cost

200  Lead
130  Titanium
130  Silicon
80  Plastanium
120  Surge Alloy

## Input/Output

### Input

1  Phase Fabric (0.2/sec)
1  Silicon (0.2/sec)

## Research

### Research Cost

7200  Lead
4500  Titanium
4500  Silicon
2600  Plastanium
4100  Surge Alloy

The **Overdrive Dome** is a block on Serpulo increases the activity speed of all other in a radius. It functions as a larger and more potent Overdrive Projector, but unlike its predecessor it requires inputs (Silicon and Phase Fabric) to function and cannot be further boosted.

## Usage

Blocks have different properties when overdriven:

* All power production and consumption increase proportional to the boost, but producers also consume more items and coolant.
* All industry blocks, such as drills, resource refineries, unit factories, and reconstructors, have faster production speed, but require proportionally more items and liquid.
* Transport blocks like the Conveyor move items faster, increasing throughput.
* Turrets fire faster, eating up more items and coolant. They also turn faster.
* Menders heal more frequently, repair points heal faster, and force projectors regenerate shields faster.

To put it simply, the Overdrive boost multiplies all the inputs and outputs of all affected blocks. It is the same as if there were that many more blocks, except in less space, resulting in higher density. This is fantastic for the end results of the block economy: faster research, stronger defenses, and larger armies. Blocks accept only the strongest Overdrive boost and ignore any others, be that from a Projector, Dome, or Navanax EMP blast. Other boosts such as those from coolant and terrain stack with the overdrive. Overdrive Projectors and Domes are not affected.

With enough coverage, one can simply boost everything, or instead condense particular sectors of the block economy and leave others be. A Dome provides only a slightly better boost than a Projector with Phase Fabric, but covers quadruple the area. Making full use of their radius to boost everything makes Domes more efficient than multiple Projectors.

Some other tips:

* Phase fabric is difficult to manufacture on the spot for the Dome, so a better solution is to have a Logic Processor assign a Flare to bring the materials for you from the Core. That way the Dome becomes wireless and no other blocks are needed, saving power and space.
* In difficult sectors and multiplayer, slashing the long production time between Tier 5 units can make the difference between victory and defeat, making Overdriving the Tetrative Reconstructor practically essential. Connect the two with an Unloader to share resources. Don't forget to boost the Cryofluid Mixers.
* If the Overdrive Dome is being used to boost turrets, have a logic processor activate the dome only when there are enemy units in a turret's range, conserving power, Phase Fabric, and Silicon when there are no enemies.
Power Source

Infinitely outputs power. Sandbox only.

The **Power Source** is a Sandbox-exclusive block. It generates 1 million power units per second, saving time on building generator systems from scratch. In addition, it has the connection properties of a Power Node and can link to other power-consuming blocks.

## Trivia

* Because the Power Source does not actually generate an infinite amount of power it is completely nullified by a Power Void.
Gamma

The **Gamma** is a Core Unit on Serpulo that comes with the Core: Nucleus. It has the fastest build speed, mining speed, and weapons out of the other Core units. In addition, it is also the only one able to mine Coal. As it is associated with the highest level of the Serpulo Core, it has no further upgraded versions.

## Changes

 Version 7.0, Build 127
 Version 7.0, Build 128
 Version 7.0, Build 129
 Version 7.0, Build 136

## Trivia

* The Gamma's sprite looks similar to the discontinued Glaive from Version 4.0, a player ship upgrade that fired high-damage missiles.
Desert Wastes

**Removed**
This page contains information that no longer applies to the current stable version of Mindustry.
*"These wastes are vast, unpredictable, and crisis-crossed with derelict sector structures. Coal is present in the region. Burn it for power, or synthesize graphite." - Map Description*

Desert Wastes was a map in version 5.0 of Mindustry. Unlike all other maps, this map does not have a set layout and is instead generated from seeds for ores and terrain. This was removed in Version 6.0, although the procedurally-generated aspect of this map was remodelled into set seeds for each non-important sector on Serpulo.

Resources: Copper, Lead, Sand, Coal.

Default loadout: 120 Copper.

## Trivia

* Desert Wastes could return as a campaign submission.

## References

1. ↑ https://discord.com/channels/391020510269669376/1165421701362897000/1180160563419037739
Large Solar Panel

## Purpose

### Description

Provides a small amount of power from the sun. More efficient than the standard solar panel.

## General

### Build Cost

80  Lead
110  Silicon
15  Phase Fabric

## Research

### Research Cost

2600  Lead
3700  Silicon
400  Phase Fabric

The **Large Solar Panel** is a power generator on Serpulo. Like the regular Solar Panel, it requires no input to generate power, but has minimal ouptut.

On maps with lighting or in the campaign, solar panel output is dependent on the ambient light level, meaning at night or in dark maps the Large Solar Panel will output virtually no power.

## Changes

 Version 6.0, exact builds unknown
* Size increased (2x2 → 3x3).
Conquer

Requires  Basic Assembler Module

The **Conquer** is the tier 5 tank unit of Erekir, obtained by fusing 6 Locus and 20 Large Carbide Walls in payload form into a Tank Assembler while a Basic Assembler Module is adjacent.

The Conquer fires a long-range piercing shot that can partially penetrate through all blocks but are intercepted by any shield projections. It also heavily damages any enemy blocks that it attempts to move over, enough to destroy Large Carbide Walls in seconds.

## Weapons

 Crush damage: 25 per game tick - 3000/sec

## Strategy

### For

Easily one of the strongest Tier 5 units, the Conquer can be a game-changer if it arrives at the enemy's walls without dying in the process. Its primary damage source comes from its trampling ability, which will smash through any defense even if the Conquer never actually fires. However, without the aid of Disrupt carrying it forward it will be shredded by Maligns and Scathes long before it can even see the enemy. Dropping them right in front of the turrets minimises the space that the Conquer wastes moving and manually controlling it rather than using command mode makes it easier to ram blocks.

### Against

The Conquer only appears on Origin, but is extremely dangerous if it catches you unprepared. There are no reliable ways of slowing it down apart from building high-armor walls, meaning that you should invest in very strong firepower. Either a few Smites or a single Malign are enough to deal with groups of them. Alternatively, you can bombard it with your own units, especially your Quells and Disrupts since the cannon has not enough range to retaliate.

## Changes

 Build 141
 Build 142
* Damage increased from 247.5 to 270.

## Trivia

* Conquer has the most armor out of all units across both planets.
* Conquer was first revealed in a post on the dev-previews channel of the Mindustry Discord server. Back then, it was described as a low-tier unit along with the Vanquish before being reworked to a tier 5.
Large Battery

## Purpose

### Description

Stores power in times of surplus energy. Outputs power in times of deficit. Higher capacity than a regular battery.

## General

### Build Cost

40  Lead
20  Titanium
20  Silicon

## Research

### Research Cost

1500  Lead
600  Titanium
900  Silicon

The **Large Battery** is a variant of the Battery on Serpulo that stores power in times of net power gain and releases it in net defecit, with a greater capacity than its smaller counterpart.
Repair Turret

## Purpose

### Description

Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.

## General

### Build Cost

80  Thorium
90  Silicon
60  Plastanium

## Optional Enhancements

### Booster

9.6  Water/sec: 1.64x strength
9.6  Cryofluid/sec: 2.44x strength

## Research

### Research Cost

2600  Thorium
3000  Silicon
1900  Plastanium

The **Repair Turret** is a block on Serpulo that uses power to heal nearby individual units. It serves as an advanced form of the Repair Point, having more range and healing strength. It can also receive liquid coolant to amplify the healing speed.

## Usage

Compared to the Repair Point, the Repair Turret is a bit more expensive in terms of both utilizing power for healing (4 repair points and 1 repair turret both heal 180/sec with the turret needing 300 power/sec vs. 240 for 4 repair points) and build cost. However, the Repair Turret has more range, health, and can have its healing boosted with coolant which is where its true strength shows. Being able to heal up to 439.2 health per second can make units on defence virtually invincible, potentially saving you time on replacing killed units.

On the offensive side, Repair Turrets may not see as much use compared to using Vela, Cyerce, and Aegires for healing. This is due to the fact that the trio do not require any power or coolant to heal any damaged units, can directly defend themselves against enemy fire, and can be moved more easily.

## Boost Effects

  Cryofluid | 2.44x healing speed (180 health per second → 439.2).

## Changes

 Version 7.0, Build 127.2
* Build cost changed:
	+ Thorium cost increased (60 → 80).
	+ Silicon cost increased (70 → 90).
	+ Plastanium cost increased (60 → 80).
* Repair speed decreased (240 health per second → 180).
* Coolant consumption rate increased (9 units/second → 9.59).
 Version 7.0, Build 128
* Build cost changed:
	+ Plastanium cost decreased (80 → 60).
* Range increased (17.5 blocks → 18.12).
 Version 7.0, Build 136
 Version 7.0, Build 140
Oxide

Oxide is a manufactured resource exclusive to Erekir, created in an Oxidation Chamber using Beryllium and Ozone. It is used alongside Tungsten in mid-to-high level blocks such as the Pyrolysis Generator and Chemical Combustion Chamber, as well as in all heating components.

## Trivia

* The equivalent to oxide in real life is beryllium oxide, a white solid that conducts heat and insulates power.
Horizon

The **Horizon** is a Tier 2 Air Unit on Serpulo, obtained after upgrading the Flare through the Additive Reconstructor. It strafes above blocks and drops bombs onto them as well as other ground targets, dealing high area damage. AI-controlled Horizons will prioritise targeting crafting blocks like the Graphite Press.

Horizons can be upgraded into the Zenith through the Multiplicative Reconstructor, entering directly or through Payload Conveyors.

## Strategy

### **Against**

While the Flare is a mild inconvenience at best, Horizons have enough damage to take out most of your blocks and even reach your Core if ignored. Thankfully, they are still fragile and fall easily to the Scatter, although the stronger Metaglass ammunition is highly recommended. Alternatively, any Poly units that you have can attack them without danger and quickly heal or rebuild any damage that the Horizons inflict. To bait Horizons, the cheapest block to use is the Pulverizer, which can be placed inside rings of Scatters to lure and vaporize them instantly. Parallax turrets are also useful for pulling them into your frontline as soon as they spawn if your turrets are next to the spawn point.

### **For**

For a relatively low cost, Horizons can output devastatingly high damage as long as there are not too many Scatters around enemy Cores. Although they have no carrying capacity and therefore it's not possible to load them with explosives for suicide runs like it is for Flares, they are able to drop enough bombs to knock out critical infrastructure, especially the supply to Scatters and Fuses, and can be used against Cores in extreme/eradication bases to target the power node and disable the Foreshadow defending the Core. Other than that, however, Horizons will be rapidly outclassed by the Zenith once the Multiplicative Reconstructor is researched.

## Changes

 Version 6.0, unknown builds
* Health increased (220 → 340).
* Gained 3 armor.
* Command limit of 5 added.
* Description changed:
	+ Old description: "A heavy carpet bomber. Rips through enemy structures, targeting critical infrastructure."
 Version 7.0, Build 127
 Version 7.0, Build 128
 Version 7.0, Build 136
* Item capacity decreased (30 items → 0).
 Version 7.0, Build 138.1
	+ Old description: "Drops clusters of bombs on ground targets."
	+ New description: "Drops clusters of bombs on enemy ground targets."

## Trivia

* The Horizon is the only unit on Serpulo with an item capacity of 0. This was most likely done to shut down blast bombing, which is the practice of suicide-diving Air Units fully loaded with Blast Compound to deal extremely high damage.
Fuse

The **Fuse** is a close range turret on Serpulo. It shoots short-range piercing lasers in bursts of 3 split by roughly 20° to either side.

## Usage

Fuse is difficult to make good use of due to its short range and spread, but it is built from and runs on rapidly obtained materials, making it simple to lay down in a pinch, and setups that exploit its piercing damage are very effective. Fuse is highly responsive to coolant, especially Cryofluid, which conveniently is made from its ammo. It is also rather ammo-efficient, since each burst of 3 consumes 1 piece of ammo.

Shots/second is misleading, because that counts each laser in the bursts of 3 separately. The spread of the lasers means they won't all hit at maximum range, but more will hit as targets get closer and closer, producing a shotgun-like effect. Their unlimited piercing basically deals area damage in lines. Try to gather enemy units together as close as possible to blast through all of them at once. Its average DPS, assuming every laser hits one target:

* Titanium: 66 x 5.14 x (1 + 0.3) = 441.1 DPS
* Thorium: 105 x 5.14 = 539.7 DPS
* Cryofluid Titanium: 66 x 5.14 x (1 + 0.3 + 1.35) = 899.0 DPS
* Cryofluid Thorium: 105 x 5.14 x (1 + 1.35) = 1,268.3 DPS

Some other tips:

* The short range also leaves Fuse ineffective against Air Units, but a partnership with Parallax alleviates this.
* Turret health is typically irrelevant since walls exist, but Fuses have more of it than average. They are keenly sensitive to the thickness of walls, except against spider units like the Spiroct that walk right over them.

## Changes

* Fire rate increased (1.71 shots per second → 5).
* No longer uses Graphite as ammo, now uses Titanium and Thorium.
 Version 7, exact build unknown
* Coolant consumption rate increased (12 Units/Second → 18).
* Fire rate bonus for coolant increased (Water: 140% → 160%, Cryofluid: 190% → 235%).
* Sprite changed from  to .

## Trivia

* Fuse is the only turret that directly uses Titanium as Ammo.
* The firing rate, 5.14, is very close to 3 x √3, which is approximately 5.19. Also, damage per hit is divisible by 3.
Plastanium

**Plastanium** is a manufactured item on Serpulo, made with Titanium and Oil. It is primarily used in more advanced blocks and in the production of tier 4 and 5 units. Large turrets like the Cyclone can use plastanium as ammo, which results in superior frag projectiles compared to using Metaglass.

Although plastanium is only lightly explosive and flammable, stocking lots of them in vaults and containers may cause a moderate explosion when destroyed.

## Trivia

* Plastanium previously had a sprite that was a recolour of Metaglass. This was changed in Build 123 to be more square and distinct.
* Plastanium is a portmanteau of the words *plastic* and *titanium*, referring to how its consituents are oil (which contains hydrocarbons used to create plastics) and titanium. While hydrocarbons are often used to make polymers in real life, there are no commonly-used plastics that feature titanium in their monomers, nor resins that use metallic titanium as a functional additive (although titanium dioxide, TiO2, is often used as a pigment for whitening).
Mech Refabricator

The **Mech Refabricator** is a unit upgrader on Erekir that upgrades a Merui into a Cleroi.

## Usage

A Merui must enter the Mech Refabricator from any side except the side in which it outputs, through the Mech Fabricator directly, a Reinforced Payload Conveyor and similar blocks or by being dropped in directly by a payload-carrying unit such as the Quell. Core units like the Evoke cannot do this as they cannot pick up units.

If the Cleroi has not been researched from the tech tree in the campaign, the Merui cannot enter. If the unit cap for Cleroi has been reached, more can be produced and stored in payload-holding blocks (including the refabricator), but cannot be released until existing ones are removed. Any that are forced to "spawn" by their block being destroyed will be instantly killed if the cap is reached.

The Mech Refabricator, along with all other unit-producing fabricators and refabricators, can store twice the items needed to produce one unit (100 Silicon, 80 Tungsten).
Derelict

This page is a stub. You can help by expanding it.

**Derelict** is a faction representing ruins or inactive structures. Unlike other factions, all Derelict blocks do not function and can be freely deconstructed by other players for resources. Alternatively, players can partially deconstruct and then reconstruct blocks to reclaim them for their team. Their main colour is grey.

In the campaign, Derelict buildings can naturally appear as part of the map and be formed from leftover enemy blocks after all their Cores are destroyed. Reclaiming blocks can also be done regardless of whether the building has been unlocked in the player's Tech Tree.

## Lore

Derelict buildings are hand-crafted on Serpulo's landing zone factors, often used to represent structures in disrepair, such as Ruinous Shores' Coastal Defense Array or fragments of the Interstellar Transport Vessel that landed on Impact 0078. These buildings also frequently cover the slivers of Scrap and often include Scrap Walls, implying that the original structures have been left to wither away for a long time, enough so that their original walls have rot and lost their integrity.

Derelict structures are absent on Erekir, likely due to the campaign's infancy.

## Trivia

* Before Version 6.0, the pre-existing buildings in campaign maps that are now Derelict belonged to Sharded instead.

## See Also

* Sharded, the player faction of both planets.
* Crux, the antagonistic faction of Serpulo.
* Malis, the antagonistic faction of Erekir.
* Lore
Overdrive Projector

## Purpose

### Description

Increases the speed of nearby buildings. Optionally uses phase fabric to boost range and efficiency.

## General

### Build Cost

100  Lead
75  Titanium
75  Silicon
30  Plastanium

## Booster

### Booster

1  Phase Fabric (0.15/sec): 12.5 blocks, +125% speed

## Research

### Research Cost

3300  Lead
2400  Titanium
2400  Silicon
900  Plastanium

The **Overdrive Projector** is a block on Serpulo that increases the activity speed of all blocks in a radius. It can optionally be boosted using Phase Fabric, which slightly increases its range and puts its efficacy nearly on par with its larger counterpart, the Overdrive Dome.

## Usage

Blocks have different properties when overdriven:

* All power production and consumption increases proportional to the boost, but producers also consume more items and coolant.
* All industry blocks, such as drills, resource refineries, unit factories, and reconstructors, have faster production speed, but require proportionally more items and liquid.
* Transport blocks like the Conveyor move items faster, increasing throughput.
* Turrets fire faster, eating up more items and coolant. They also turn faster.
* Menders heal more frequently, repair points heal faster and force projectors regenerate shields faster.

To put it simply, the Overdrive boost multiplies all the inputs and outputs of all affected blocks. It is the same as if there were that many more blocks, except in less space, resulting in higher density. This is fantastic for the end results of the block economy: faster research, stronger defenses, and larger armies. Blocks accept only the strongest Overdrive boost and ignore any others, be that from a Projector, Dome, or Navanax EMP blast. Other boosts such as those from coolant and terrain stack with the overdrive. Overdrive Projectors and Domes are not affected.

With enough coverage, one can simply boost everything, or instead condense particular sectors of the block economy and leave others be. The Overdrive Projector is best at targeted boosting or where only a small area is needed. A few cases where targeted boosting is helpful:

* Quickly cover a production shortfall, such as power or Silicon.
* Produce tier 4 and 5 units with fewer Cryofluid Mixers.
* Boosting Phase Fabric production, with a way of the Overdrive Projector to receive output phase (i.e touching a Phase Weaver). Thorium and Sand extraction should also be overdriven, but this may pose a danger to your power as each weaver will now consume 675 power (750 with the Overdrive Dome, 900 with the Navanax EMP).
* Boosting generators to increase power generation without building more.

## Changes

 Version 6.0, unknown build
 Version 7.0, unknown build(s)
* Turrets will now increase their coolant consumption rate when overdriven.

## Trivia

* Before Version 7.0, overdriven turrets would not increase their coolant consumption rate.
	+ Strangely, the Spectre actually consumed *less* coolant when overdriven (Spectre normally consumes 60 coolant/sec but when overdriven with a dome this decreased to ~45).
Multiplicative Reconstructor

The **Multiplicative Reconstructor** is used to upgrade units on Serpulo from Tier 2 to Tier 3.

Units must be outputted from a factory straight onto the Multiplicative Reconstructor or received using Payload Conveyors. If a unit is released by a factory, it can be upgraded if put back in through a unit with payload capacity or manually controlled and placed on a payload conveyor.

## Changes

 Version 7.0, Build 127
 Version 7.0, Build 136

## Trivia

* The Multiplicative Reconstructor will always hold double its input items.
Item Source

Infinitely outputs items. Sandbox only.

The **Item Source** is a Sandbox-exclusive block. It outputs a never-ending stream of a specified item.

## Trivia

* An item source alone cannot achieve the maximum throughput available on a Plastanium or Surge Conveyor. It must output it on two sides that merge into one to do this.
Phase Fabric

**Phase Fabric** is a manufactured resource on Serpulo made using Thorium and Sand. Its main use is in building end-game blocks like the Tetrative Reconstructor, as well as for boosting projector blocks like the Mend Projector, Overdrive Projector and Force Projector.

As it is lightly radioactive, Phase Fabric can be used as fuel for the RTG Generator. However, there is no practical reason to do so as it only produces 60% of the base power output compared to thorium's 100%.
Parallax

The **Parallax** is an anti-air turret on Serpulo. It pulls Air Units into itself using a long-range tractor beam, inflicting very light damage in the process. Light Air Units such as the Flare are dragged in very easily, while heavier ones such as the Antumbra require multiple turrets to have visible movement.

## Tips

* Parallax synergises perfectly with the Fuse as most Air Units typically stay at a long range away from turrets.
* Due to their high power consumption and the risk of pulling Air Units behind your defenses. It's best to only have a few Parallax for the early game as low-level Air Units get pulled very fast.
* Parallax itself has a small amount of damage. This is enough to catch some stray Flares but is unreliable against everything else.

## Changes

 Version 7.0, exact builds unknown
* Pull strength increased by 50%.

## Trivia

* In theory, it would take 1,222.22 seconds (or ~20.37 minutes, (22,000 health / 18 DPS)) to kill an Eclipse with a single Parallax.
Karst

**Karst** is a survival sector on Erekir. It is the sector where Phase Fabric is unlocked, as well as the current hardest Survival sector.

## Description

Your starting base is to the northwest, between the Arkycite puddles and a topmost Slag pool. These are two spawn points, one below the bottomost Thorium deposit and the other at a narrow point in the Arkycite region to the left of the three Thorium deposits to the right of the map. The guardian Collaris will spawn at the bottom spawn point, while Anthicus and Averts will spawn from the one on the right. Like in Crossroads, your base starts in a Power defecit, although there is no Slag pump. Waves spawn 11 minutes after landing, then every 8 minutes afterwards. A second Core zone exists to the north-east

Due to the low wave count, high-tier units spawn, including the Disrupt on wave 9.

## Strategy

The early waves of this sector are incredibly dense and are only helped by your extremely high starting loadout. Power is not a concern as you can immediately rush Pyrolysis Generators. Scouting with Units is too slow, so use Radars to uncover fog. All enemies that are tier 3 and below can be handled by a combination of the Afflict and Disperse, but you must figure out a way to produce Surge Alloy as soon as possible. Once that is done, you can safely produce Phase Fabric and create Smite turrets, which are capable of shredding tier 4 units in just a few shots. Tier 4s don't come in large groups and can be safely handled with Lustres if you can't get Phase Fabric production running.

The Collaris will always fire when it sees your Blocks and slows down, meaning that as long as you can out-heal the damage it does it cannot realistically breach your base.

## Trivia

* Karst was introduced in Build 140 of the v7 beta.
	+ Before the release of Build 140.3, the word *fabric* was excluded from the map description.
* In real life, a Karst is an area composed mostly of limestone.
* Karst was made by the contributor Mechanical Fishe.
	+ Karst shares the lowest number of waves with Ground Zero (9). The survival part of Intersect also only lasts 9 waves but the sector itself is technically an attack sector.
Omega

**Removed**
This page contains information that no longer applies to the current stable version of Mindustry.
## Description

A bulky and well-armored mech, made for front line assaults. Its armor can block up to 90% incoming damage.

Weapon : Swarm Missiles

Ability : Armored Configuration

Building Speed : 150%

Item Capacity : 80

Mining Speed : 150%

Mining Power : 2

## History

This doesn't exist anymore only on 5.0 and 4.0.
Guide: Modding Basics

**Unfinished Page**
This page is currently missing information and is welcome to contributors.

Mindustry supports the implementation of **mods**, also known as modifications. These mods can change the way the game behaves, add new mechanics and content, or exist for the fun of it depending on the scale and effort put in. Mindustry Mods can be programmed using any of three main styles:

* **JSON**, an easy way of creating custom entity types without the need for programming experience
* **Javascript (JS)**, a slightly more complex method of creating mods, useful for certain features such as custom animations and mechanics
* **Java**, the language that Mindustry is programmed in.

This guide will show you how to create the framework that your mod will be in, as well as some basic JSON techniques.

## Before You Begin

### What is a Mod?

Mods in Mindustry exist as a folders (referred to as directories) containing assets such as images and data files. Mindustry reads mods compressed in a .zip file from the mods folder in the game's data, which can be opened with the following methods:

* Windows users can type *%appdata%* into their taskbar search or file explorer to see their data folders, from which *Mindustry/mods* can be navigated
* If you have purchased Mindustry on Steam, the data folder is at *steam/steamapps/common/Mindustry/mods*
* Mac users can type *~/Library/Application Support/Mindustry/mods/* into Finder to see their data

Any piece of data that fits Mindustry's formatting and has no errors are added as content in the game.

### Choosing an Editor

As modding involves looking at and editing code in a directory, a text editor is important. Theoretically, even the in-built Notepad can work, however a proper editor such as Notepad++ or Visual Studio Code helps with identifying syntax errors. This is important when using GitHub to share your mod.

### Naming Conventions

Naming conventions are common across programming projects and should be rigidly adhered to for avoiding confusion. In the example mod, filenames are named like this:

```
mod-block.json

```
Each word is seperated with a hyphen and all words are lowercase.
Heat Router

The **Heat Router** is a heating block on Erekir. It takes heat coming from one side, splits the total incoming heat units into equal thirds and emits each third onto the front and sides. Heat will be emitted regardless of whether there is a receiving block, wasting it if there is nothing on a side.

## Tips

Because the Heat Router divides heat into thirds, it cannot generate clean ratios unless with the Electric Heater, which ends up wasting a lot of power. It is best used when Phase Heaters and Neoplasia Reactors are available as until then, it is more efficient to give every heat-requiring block its own heater assembly than to produce lots of heat in one place and route it to three blocks.

In the case of the Neoplasia Reactor, splitting the heat evenly is not possible without additional Heat Redirectors, because the reactor's heat is split over five squares (12 heat per square) instead of the usual 2 or 3. This means that with the Heat Router centered on the reactor, two sides will receive 24 heat while the side opposite the reactor will only get 12 heat from the router. Offsetting the router to one side or the other gives 12 heat to two sides while the side connected to both the router and the reactor gets 36 heat.
Disassembler

## Purpose

### Description

Separates slag into trace amounts of exotic mineral components at low efficiency. Can produce thorium.

## General

### Build Cost

100  Titanium
80  Thorium
150  Silicon
40  Plastanium

## Input/Output

### Input

1  Scrap (4/sec)
7.2  Slag/sec

### Output

 Sand: 40% (1.6/sec)
 Graphite: 20% (0.8/sec)
 Titanium: 20% (0.8/sec)
 Thorium: 20% (0.8/sec)

## Research

### Research Cost

3300  Titanium
2600  Thorium
5200  Silicon
1200  Plastanium

The **Disassembler** is a factory on Serpulo and is an upgraded form of the Separator. It separates Scrap and Slag into randomized trace materials: Graphite, Sand, Titanium and Thorium.

## Production Balance

When using Melters to produce Slag, there are a few optimal ratios:

 3 | 5 | 56 | 0

On maps where Slag tiles exist, Pumps can take care of supplying the Disassemblers with Slag, leading to the following ratios:

 12
 36

 2
 3

 2
 3

 2
 3

\**Only relevant in custom games with the <Any> planet setting.*

## Changes

 Version 7.0, Build 128
* Build cost changed:
	+ Graphite cost decreased (140 → 0).
	+ Surge Alloy cost decreased (70 → 0).
	+ 80 Thorium added to build cost.
	+ 40 Plastanium added to build cost.
* Probability weights changed.
	+ Weight of Sand remains at 4.
	+ Weight of Graphite remains at 2.
	+ Weight of Titanium remains at 2.
 Version 7.0, Build 136
 Version 7.0, Build 140
 Version 7.0, unknown build

## Trivia

* In order to have a perfect ratio of pumps to Disassemblers without any excess slag, one would need the following for Impulse and Reinforced Pumps:
	+ Impulse: 72 pumps, 1187 Disassemblers, 4748 Scrap/second.
	+ Reinforced: 9 pumps, 100 Disassemblers, 400 Scrap/second.
Locus

The **Locus** is the tier 2 tank unit of Erekir, created by upgrading the Stell through a Tank Refabricator. It rapidly fires piercing, short-range bullets that damage in a line. Like all tanks, it cannot move while turning its body, although its turret is free to rotate and fire.

Locus can be upgraded into the Precept through a Prime Refabricator. Fusing six Loci and 20 Large Carbide Walls into a Tank Assembler with a Basic Assembler Module nearby creates the Tier 5 Conquer.

## Strategy

### For

A tank refabricator can make a Locus in 30 seconds for dirt cheap, making the unit one of the best on offense. It is still fast enough that moving them across large distances is easy and most bases pre-thorium can be taken down by a small group. Defensively, it has the best damage for its cost compared to the Cleroi and Avert and are made for front-line defenses, ideally while keeping them still to minimise the effects of poor mobility. That being said, it is highly vulnerable to the Sublimate and appreciates accompanying Cleroi for destroying incoming projectiles. Any base that has thorium-level tech or Afflicts should also be avoided as their damage is too high for the Locus to make any progress.

### Against

Upgrading from Beryllium Walls to Tungsten Walls is important as the projectile deals significantly lower damage to the latter, which helps you buy time. Breaches with any ammo will work fine against the unit once everything is walled off, although using Tungsten ammo and Water cooling leads to better results. Sublimates also eliminate them very quickly, although Ozone may be harder to come by without the aid of the power-hungry Vent Condenser. When walling off, a one-block notch in your wall will draw all non-legged ground units to it, lining them perfectly for maximising area damage. Eventually, the Titan and Afflict both handle Loci extremely effectively as the enemy starts sending stronger units.
Power Void

Voids all power inputted. Sandbox only.

The **Power Void** is a sandbox-exclusive block. It cosumes an infinite amount of power, completely erasing it from a circuit and draining it instantaneously from Batteries. When hovering over the block, it will show the power usage at negative infinity.

## Trivia

* Before Version 7.0, hovering over the power void will show the power usage at -2147483647, the 32-bit integer minimum. This also applied to the default infinite unit cap of the Crux, which was at the positive, maximum 32-bit integer of 2147483647.