recursal/Fanatic-Fandom huggingface dataset:
Latum

liquidexplode\*
liquidregen\*
spawndeath\*:

* 5  Renale

\**Note: internal names are used as no official names are given. These will display as ???ability.liquidexplode??? or similar in-game.*

### Range

8 blocks

The **Latum** is a hidden Ground Unit that slithers on the floor at a fast speed, moving over all Blocks and natural walls less than 3 tiles wide. It attacks by crushing blocks that it moves over.

When not attacked, it passively regenerates health, restoring from one point to full in 70 seconds (around 286 points per second). This rate is increased substantially when it drinks from Neoplasm puddles on the floor.

When destroyed, it releases a massive pool of Neoplasm puddles and spawns 5 Renale offspring, which behave similarly but are weaker and smaller.

To make the Latum visible in the Core Database and spawnable by mods, type *UnitTypes.latum.hidden = false* into the Mindustry console (check settings if it can be accessed).

## Trivia

* Latum and Renale are most likely named after parasitic worms. In the Latum's case, it is named after *Diphyllobothrium latum,* a worm that causes infections when ingested through uncooked fish.
Phantom Builder Drone

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

## General

### Speed

0.4

The **Phantom Builder Drone** was a drone introduced in Version 4.0 that followed players, helped build new buildings and automatically rebuilt destroyed ones. They were produced in the Phantom Builder Drone Factory, with each factory supporting one drone.

As of Version 6.0, the Phantom Builder Drone was succeeded by the Poly.

## See Also

* Draug Miner Drone and Spirit Repair Drone, other drones that were removed in Version 6.0.
Lustre

Carbide

The **Lustre** is a turret on Erekir that fires a slow, continuous laser using Nitrogen, dealing very high damage to a single target.

## Tips

The slow movement speed and high damage makes the Lustre a fantastic option against bulky targets like the Conquer. However, its low liquid capacity will mean that it cannot fire continuously and thus must be supplemented with Reinforced Liquid Tanks. Because turrets do not need a constant stream of ammo like a crafting block, the built-up nitrogen can also go towards Build Towers.

In more open spaces, it is inadvisable to build Lustres without walling off entire areas to create a choke point, which is an arduous and time-wasting task. In those cases, it is worth it to stick with longer-range turrets like the Titan and Disperse combo to save resources.

Because turrets can't be rotated while being built and because of the slow rotation of the Lustre's cannon, it is helpful to prematurely fire the Lustre in the direction of the enemy's path.

## Trivia

* The Lustre and Scathe are the only turrets that are penalized with a slow-rotating cannon.
Graphite Press

The **Grapite Press** is a block on Serpulo used to slowly make Graphite from Coal. As with drills, graphite will be outputted from all sides of the block, where Conveyors can carry it to the core or other blocks.

The Multi-Press is a larger version of the Graphite Press with greater efficiency.

## Tips

* For a single Graphite Press to operate at peak capacity, it requires 1.22 coal per second. This would, for example, be equal to 1 Pneumatic Drill with water or 3 Pneumatic Drills covering 11 coal tiles between them (1.29/s).

## Schematics

**Four Graphite Presses** - 4x5, 307 Copper, 122 Lead
### **Schematic Codes**

**Four Graphite Presses** - 4x5, 307 Copper, 122 Lead, 5.33 Coal/sec, 2.67 Graphite/sec.

```
bXNjaAF4nC2JbQqAIBBEx49CCLpJ5+gcUUv5I1dWC7p9mi3MvuENLDoNG5aT4GZZ4uEzYdgoreJj9hwAi3H/lykKpQS3crjpYUEvfGUqTCyVgMN3WtXXuqlNlZimtCnQ3Tc0q1AVXliwGFs=
```

**Hexagonal Graphite Presses** (6) - 8x7, 490  Copper, 220  Lead, 8 Coal/sec, 4 Graphite

```
bXNjaAF4nE2MWw6CQAxFL/NwSEzUjbAO3QZCg/MhQzqE6NrcgB/uCafFD9P0kdObgxrBwI3tnVBf6HHmdrph31PuOE5zTCNgcbxy7AdqujQu9EyMwyC5OFMzMeWMXU48EwM4lYYNMvSqIKXLCTJ/T1PptoUVrtSGdV0/pV9KHSrJeMk4GF8ieqnIwQkoZg81+c1tfm6/BcMmfYvUfAGVFCfk
```
Merui

The **Merui** is the tier one mech of Erekir, produced in a Mech Fabricator. It fires artillery shots that travel over enemy blocks onto their target, inflicting a small amount of splash damage. It is also able to traverse natural walls that are less than three tiles wide, as well as all player and enemy blocks.

Merui can be upgraded into Cleroi through the Mech Refabricator. Fusing 6 Merui and 12 Large Tungsten Walls into a Mech Assembler produces the tier 4 Tecta.

## Strategies

### For

Merui are not as offensively strong or mass-producable as the Stell and are thus only suitable on defense and on sectors with rough terrain, most notably Intersect and Atlas. Defensively, the splash damage allows it to handle all tier 1 enemy units well, especially if you have many. Offensively, you should exploit their projectiles' ability to go over blocks and use them to focus solely on vital structures. A combined attacking force of Stell and Merui together will usually be enough to destroy an early-game Core: Bastion base.

### Against

Merui that have not yet attacked will be present in enemy bases as defenders, and may be dangerous if you only attack with tier 1 units. You want to minimise how many units get splashed by the artillery projectile, so spread your units out. When Merui attack your base, careful micromanagement of an Elude can make sure that no damage is taken, although this is very risky since mech units cannot be stalled. Your best option is to set up Diffuse turrets, which catch and knock back any mechs attempting to sneak over walls.

## Gallery

A Merui in-game.A Merui attacking some Large Beryllium Walls.
## Trivia

* The Merui is named after the aquatic beetle species *Meru phyllisae.* Members of the Merui unit tree all appear to be named after beetles.
Processor Code Collection

## Category: Fun

### A heart that changes colour

The following variables can be changed:

* max\_size: size of the display
* speed: amount of milliseconds until the colour changes
* size: size of the heart

```
set max\_size 176
set speed 2000
set hp\_sides 15
set size 120
op sub off\_heart max\_size size
op div off\_heart off\_heart 2
set lb off\_heart
op add rt off\_heart size
op div mid size 2
op div q mid 2
op mul q3 q 3
op add mid\_off mid off\_heart
op add q\_off q off\_heart
op add q3\_off q3 off\_heart
draw clear 0 0 0 0 0 0
write 0 cell1 0
set startTimer @time
draw color 255 0 0 255 0 0
draw triangle lb mid\_off rt mid\_off mid\_off lb
draw rect lb mid\_off size q 0 0
draw poly q\_off q3\_off hp\_sides q 0 0
draw poly q3\_off q3\_off hp\_sides q 0 0
drawflush display1
op sub endTimer @time startTimer
jump 23 lessThan endTimer speed
write 1 cell1 0
set startTimer @time
draw color 255 20 147 255 0 0
draw triangle lb mid\_off rt mid\_off mid\_off lb
draw rect lb mid\_off size q 0 0
draw poly q\_off q3\_off hp\_sides q 0 0
draw poly q3\_off q3\_off hp\_sides q 0 0
drawflush display1
op sub endTimer @time startTimer
jump 33 lessThan endTimer speed
write 2 cell1 0
set startTimer @time
draw color 199 21 133 255 0 0
draw triangle lb mid\_off rt mid\_off mid\_off lb
draw rect lb mid\_off size q 0 0
draw poly q\_off q3\_off hp\_sides q 0 0
draw poly q3\_off q3\_off hp\_sides q 0 0
drawflush display1
op sub endTimer @time startTimer
jump 43 lessThan endTimer speed
end

```

## Category: Combat

### Auto Shields

The shields activate only when enemies are near the chosen tower.

The following variables can be changed:

* tower: name of the tower that is locating the enemy
* projector: shield that should be controlled

```
set tower lancer1
set projector projector1
radar enemy any any distance tower 1 found
op notEqual enable found null
control enabled projector enable 0 0 0

```
Manifold

The **Manifold** is an air unit constructed from the Unit Cargo Loader that ferries items from it to Unit Cargo Unload Points. Once at an unload point, it will continuously attempt to empty its current item into it until its item capacity is completely cleared before returning to the loader.

Manifolds are constructed in normal gameplay, but their stats are not visible in the Core Database. To make them visible with the console, type *UnitTypes.manifold.hidden=false* and enter to run the command. This will make Manifolds be producable from the Payload Source.
Mechanical Pump

The **Mechanical Pump** is a liquid pump on Serpulo. It is the most basic pump, automatically producing a small amount of fluid from liquid tiles on the floor. From there, Conduits can be used to transport the liquid to other blocks. Unlike its successors, the Mechanical Pump does not require power to function.

## Changes

 Version 6.0, unknown build
 Version 7.0, unknown build
Payload Router

## Purpose

### Description

Splits input payloads into 3 output directions. Functions as a sorter when a filter is set. Magnetic. Usable in zero-G environments.

## General

### Build Cost

20  Copper
10  Graphite

## Research

### Research Cost

300  Copper
400  Graphite

The **Payload Router** is a block on Serpulo used to transport blocks and units up to 3x3 tiles in size as payloads. It serves as a companion to Payload Conveyors much like a Router does for Conveyors. It distributes payloads equally by turning each time it receives one toward another output direction. It is also configurable like a Sorter, funneling the desired payload type forwards and others to the sides.

Just like they do on payload conveyors, blocks will draw, render, and update while on the payload router (meaning that turrets can fire and storage blocks can hold resources), and units are not active until released. Payloads can still be dropped in by units with a payload capacity and inserted by direct control. Payload routers will only turn toward acceptable outlets, which can be another router, a payload conveyor, or a reconstructor, otherwise, it pulls payloads in the direction it was built in just like a payload conveyor.

## Changes

 Version 7.0, unknown builds
* Build cost changed from 20 copper and 10 graphite to 10 copper and 15 graphite.
* Payload capacity increased to 3x3.
* Blocks now draw and update on payload routers and conveyors.
* Added sorting filter.
Karst/Waves

*Shield values and status effects are stated in brackets. Units of the same type may spawn with different shield and statuses - they will be listed seperately*

*There are two separate spawn points on this map:*

* *Point A is at (172, 84), within the southernmost patch of rhyolite.*
* *Point B is at (341, 269), below the southernmost puddle of arkycite.*
Reinforced Container

## Purpose

### Description

Stores a small amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.

## General

### Build Cost

40  Graphite
30  Tungsten

## Research

### Research Cost

1000  Graphite
810  Tungsten

The **Reinforced Container** is a storage block that can store items for future use. These items can enter containers from adjacent conveyors and blocks, then be unloaded from using the Duct Unloader or a Payload Unloader if it enters in payload form.

Unlike containers and vaults on Serpulo, Reinforced Containers and vaults cannot increase the capacity of cores.
Inverted Sorter

The **Inverted Sorter** is a transportation block on Serpulo that can be used to sort items. When placed down the player can choose one item to sort; when said item goes through the inverted sorter it will be forced to move to the side. If any other item enters, it will travel straight through. Unconfigured inverted sorters force all items to move forwards, like a Junction.

An item can only travel through two adjacent sorters or gates of any kind and will be blocked by the third, to prevent instantaneous transport chains.

## Changes

 Version 6.0, unknown builds
 Version 7.0, unknown build
*"Processes items like a standard sorter, but outputs selected items to the sides instead."*
to:
*"Similar to a standard sorter, but outputs selected items to the sides instead."*
Ravine/Waves

*Shield values and status effects are shown in brackets. Units of the same type may spawn with different shield and statuses - they will be listed seperately*

*There are three separate spawn points on this map:*

* *Point A is at (442, 254), which is on open ground connected to the core.*
* *Point B is at (300, 429) and point C at (304, 329), both at the north. However, no units spawn at point C.*

*Five Anthicus appear on wave 22 and seven on 24. However, its spawn location is set to (437, 256), which was likely set when spawn location co-ordinates had to be typed. Because of this error, no Anthicus spawn on this level.*
Titan Mech Factory

**Removed**
This page contains information that no longer applies to the current stable version of Mindustry.This page is a stub. You can help by expanding it.

## General

### Build Time

Unknown

The **Titan Mech Factory** was a factory introduced in Version 4.0 that produced Titan units using Silicon. Each factory supported up to four Titan units at a time and would stop producing once the cap, which was local to each block, was reached.

As of Version 6.0, units are now made through a linear, upgrade-based process. This meant that the Titan Mech Factory was obsolete and removed, while the Titan itself was renamed into the Mace.

## Changes

* Version 4.0
	+ Introduced. Was named "Titan Pad".
* Unknown build
	+ Changed name to "Titan Mech Factory".
* Version 6.0, Build 105
	+ Removed.
Prime Refabricator

The **Prime Refabricator** is a unit upgrader on Erekir that upgrades any Tier 2 units into Tier 3 ones.

## Usage

Prime Refabricators accept either the Locus, Cleroi or Avert as inputs from any side except the output. This can be done through their respective refabricator 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 output unit has not been researched, the input will not enter. Rules around payload blocks and the unit capacity apply.

The Prime Refabricator, along with all other unit-producing fabricators and refabricators, can store twice the items needed to produce one unit (200 Silicon, 80 Thorium).
Memory Cell

The **Memory Cell** is a logic block on Serpulo. Much like an array in many programming languages, it is able to store many data points but can only work with either integer or float (decimal) information. The data they store can be edited using the *Write* function in a Logic Processor, with the position of the entry starting from zero and being overridden. The *Read* function recalls the entry at a certain position and stores it in a variable.

Memory Cells are able to store 64 slots of information.
Sandbox

> "*Infinite resources and no timer for waves.*"
> ― In-game description
>
>

**Sandbox** is a gamemode exclusive to custom and multiplayer games. In this mode, players are free to experiment, test certain mechanics, create massive bases and many more things, without the restraints of practicality in Survival.

## Gameplay

In this mode, the player is free to build any non-hidden Blocks, without needing to consume Resources from the Core. Waves can also only be manually started, as there is no timer. Overall, it is a mode for players to have fun without the stresses of enemies, also making it an ideal environment for testing mechanics, schematics and logic.

Sandbox mode also allows players to build blocks that are prohibited in other gamemodes, namely Source and Void blocks. These blocks allow for quickly testing schematics by simulating a maximum input, to check whether the schematic functions properly.

From build 140 to 146, Sandbox was also the only gamemode where technology from both Serpulo and Erekir could be used together, by selecting <Any> when choosing the planet option upon starting a custom game.

## See Also

* Survival
* Attack
* PvP
Mass Driver

## Purpose

### Description

Long-range item transport structure. Collects batches of items and shoots them to other mass drivers.

## General

### Build Cost

125  Lead
125  Titanium
50  Thorium
75  Silicon

## Research

### Research Cost

4300  Lead
4300  Titanium
1500  Thorium
2400  Silicon

The **Mass Driver** is a transport block on Serpulo that propels and catches batches of items towards and from other drivers. It is configured like a massive, long-range and omnidirectional Bridge Conveyor, with drivers connecting to each other until reaching an output that deposits all items to its sides.

Considering its 120 item capacity fired every 3.333 seconds, Mass Drivers have an effective maximum transport speed of 36 items/sec. If you decide to put items into every Mass Driver along a chain, keep in mind it will transport no faster than the busiest driver. Consider branching chains if you want to send more items. If a receiving driver touches the Core or its storage expansions, it deposits its batches instantly.

## Trivia

Mass Driver bullets can be intercepted by point defense such as the Segment, or absorbed by an enemy unit or force field. It deals a minimal amount of damage.
Electric Heater

The **Electric Heater** is a heating block on Erekir. It consumes large amounts of power to emit Heat, which can then be used for turrets like the Afflict and factory blocks like the Carbide Crucible.

## Trivia

* Before Build 142 the core database said that the Electric Heater has an item capacity of 10, despite it not actually having any.
Neoplasia Reactor

## Purpose

### Description

Uses arkycite, water and phase fabric to generate large amounts of power. Produces heat and dangerous neoplasm as a byproduct. Explodes violently if neoplasm is not removed from the reactor via conduits.

## General

### Build Cost

500  Silicon
1000  Tungsten
150  Oxide
300  Carbide
200  Surge Alloy
300  Phase Fabric

## Input/Output

### Input

1  Phase Fabric (0.33/sec)
80  Arkycite/sec
10  Water/sec

### Output

20  Neoplasm/sec
60 heat units

## Research

### Research Cost

17000  Silicon
37000  Tungsten
2600  Oxide
3300  Carbide
5000  Surge Alloy
2200  Phase Fabric

The **Neoplasia Reactor** is the ultimate power reactor of Erekir. It uses Phase Fabric, Water, and Arkycite to generate massive amounts of power and heat, but will also constantly produce dangerous Neoplasm by-products. If Neoplasm is allowed to accumulate and fill the reactor's liquid capacity, it will explode, destroying buildings in a small radius and leaving behind many Neoplasm puddles as well as a few fires.

## Usage/Tips

* Neoplasm cannot be disposed of by Slag Incinerators, so the safest way to remove it without leaving Neoplasm puddles is to store the Neoplasm through a Payload Loader in disposable Reinforced Liquid Containers from a Constructor, where they will then be moved to a Deconstructor.
	+ If playing on a Mix Tech map, the Incinerator can dispose of the Neoplasm completely nullifying any danger of Neoplasm buildup.
* If the above option is not possible due to space, make sure that the resulting puddle is far, far away from water-holding blocks as the puddles will damage them.
* The heat produced by this can be given to a Flux Reactor for an additional ~3085.71 power.

## Gallery

A visualization of the Neoplasia Reactor explosion radius.
## Trivia

* Much like Thorium Reactors and Impact Reactors, a Neoplasia Reactor will attract Flares, Antumbras, and Eclipses.
* Unlike most blocks, the Neoplasia Reactor cannot be overdriven.
	+ This means while the Neoplasia Reactor has the highest base power generation in the game, the Impact and Flux Reactors have a higher max power generation at 18900 and 21600 power/sec respectively if overdriven by Navanax.
* If the Neoplasia Reactor explodes due to Neoplasm buildup, the player will earn the achievement "Contamination."
	+ This can be considered the Erekir equivalent of the "A Spectacular Disaster" achievement.
Eruption Drill

The **Eruption Drill** is a drill on Erekir that uses Hydrogen and power to periodically mine large bursts of ore from the floor. It is capable of mining all ores across both planets, including Thorium.

## Trivia

* Compared to the Airblast Drill, the Eruption Drill has a faster drill rate assuming both have maximum coverage (4.16 items/second or 10.41 in the case of Beryllium vs. 1.81-3.42 items/second for the Airblast Drill).
	+ However, with Water the Airblast Drill ends up having a faster drill rate at 5.86-11.10 items/second.
Minke

The **Minke** is a Tier 2 Naval Unit on Serpulo obtained after upgrading the Risso through the Additive Reconstructor. It fires a mix of flak that only hits airborne targets and artillery shells that only hit ground enemies. As a Naval Unit, it is confined to bodies of water and cannot exit blocks holding it if there is solid land in front.

Minkes can be upgraded into the Bryde through the Multiplicative Reconstructor directly, through Payload Conveyors, or by being dropped in through a unit with payload such as Mega.

## Strategies

### Against

The Minke's weaponry makes them considerably more dangerous compared to the Risso, as the artillery can go over blocks and target fragile Conveyors. It is best to destroy them early with the Hail and Ripple to prevent them from attacking. If you have the resources and power, you can also use a Force Projector to absorb all of the damage - as most of the damage from the projectiles is area damage, the shield will not overheat unless other units join in. It may be tempting to build Air Units to help, but they will take severe damage from the anti-air bullets.

### For

Minke's improved range allows it to safely damage turrets like the Cyclone, Meltdown, and even Swarmer thanks to the area damage without getting into their firing range, while the anti-air guns can help take out any Megas trying to repair the damage you cause. However, the Ripple still out-ranges Minke, necessitating healing support in the form of Retusa. In general, the support naval line should accompany offensive Naval Units for healing as Repair Points cannot be set up in deep water.

## Changes

 Version 7.0, Build 127
 Version 7.0, Build 128
 Version 7.0, Build 130.1
* Anti-air guns:
	+ Inaccuracy decreased (10 degrees → 8).
	+ Fire rate increased (2x 2 shots per second → 2x 3).
* Artillery cannons:
	+ Area damage increased (33 → 40).
 Version 7.0, Build 136
 Version 7.0, Build 138.1
	+ Old description: "Fires shells and standard bullets at nearby ground targets."
	+ New description: "Fires shells and standard bullets at enemy ground targets."

## Trivia

* Minkes were first revealed in Progress Update #2 for the development of Version 6.0.
* The Minke is named after the Minke Whale, a complex of two baleen whale species *Balaenoptera acutorostrata* and *Balaenoptera bonaerensis.*
* The Minke is currently the only unit in Mindustry with bullets that cannot hit ground.
Renale

liquidexplode\*
liquidregen\*

\**Note: internal names are used as no official names are given. These will display as ???ability.liquidexplode??? or similar in-game.*

### Range

8 blocks

The **Renale** is a hidden ground unit that slithers on the floor at a fast speed, moving over all blocks and natural walls less than 3 tiles wide. It attacks by crushing blocks that it moves over.

When not attacked, it passively regenerates health, restoring from one point to full in 70 seconds (around 7.14 points per second). This rate is increased substantially when it drinks from Neoplasm puddles on the floor.

When destroyed, it releases a single puddle of Neoplasm. Renales can be birthed from Latum when the latter dies.

To make the Renale visible in the core database and spawnable by mods, type *UnitTypes.renale.hidden = false* into the Mindustry console (check settings if it can be accessed).

## Trivia

* the renale is sometimes referred as “worm” due to how it moves.
* Latum and Renale are most likely named after parasitic worms. In the Renale's case, it is named after *Dioctophyme renale*, a roundworm that rarely attacks humans but can cause failure in one kidney when it infests.
Delta Mech Pad

**Removed**
This page contains information that no longer applies to the current stable version of Mindustry.This page is a stub. You can help by expanding it.

## Delta Mech Pad

Provides transformation into a lightly armored hit-and-run attack mech. Use by tapping while standing on it.

## General

### Build Cost

200  Copper
175  Lead
175  Titanium
150  Thorium
225  Silicon

## Power

### Power Use

42 power units/sec

The **Delta Mech Pad** was a block introduced in Version 4.0 that allowed a player to transform into the Delta mech. When a player hold-clicked or tapped on it while nearby as a different mech or ship, they entered the pad and emerged out as a Delta after a few seconds.

Version 6.0 allowed players to control units directly, invalidating the need for player mech and ship upgrades. As a result, both the Delta and its upgrade pad were removed.
Guardian

**Guardians** are enemies inflicted with the *guardian* status that usually spawn as final or periodic bosses in some sectors. They are marked with a glowing, pulsating outline matching their team colour and the health of all guardians are shown on a health bar in the game's UI. In the campaign, these units are typically tiers 3-5, although any tier can have the same status effect using the Map Editor or mods.

The *guardian* status grants units 50% more health and 30% more damage from all weapons.

## Strategies

A guardian's high tier makes them harder to kill than regular enemies and more likely to eradicate you instead. High, localised damage is vital to annihilate them as quickly as possible. Stronger ammo is also highly recommended, such as using Metaglass in Scatters and Thorium in Salvos, so that the damage they inflict suffers less from armor. If you are playing on Serpulo, the Wave and Tsunami can inflict debilitating status effects onto enemies, the most effective one being *freezing* with Cryofluid, which increases damage received onto targets. To counter a guardian's serious damage, mending options like the Mend Projector or Regen Projector should be increased around the front lines.

## List of Static Guardians

*Attack sectors and vulnerable survival sectors will only have the first occurrence of the guardian listed*

* Serpulo
* Erekir

 Karst |  Collaris (Wave 9)

## Trivia

* The **Guardian** status icon is the same as the Crux icon, the antagonistic faction on Serpulo. Despite Erekir having their own Malis faction and guardians, there is no corresponding guardian icon.
Logic Examples

"Monkey see, monkey do": This page exists to give examples of code in action to help new players learn how to utilize logic code in Mindustry.

## Basic Container/Vault logic

***SCHEMATIC with logic code:***
bXNjaAF4nGNgY2BmYmDJS8xNZeBzSizOTHbOzytJzMxLLWLgTkktTi7KLCjJzM9jYGBjECzJLEnMyyzN1U3OzytLrcwvYuAozcvJT0wBKhZILMrNL0pNQchxFeSXpxbp5uWnpDJwJsNN5c/NTC7K1y0oyk9OLS4GqmNg4GEAA2ZGIMHIysDAzsAEZAExMwNQiIPp/18Glv9///9nZgHygSKsIDk+oJL6ijnJKQkJM6LmzAqfE7/kwZz54ZNmzFw+gWdhcDePqIyX0aduI+/inZ+4RS51Bwl7B3U7GQl9juEW7Qrq9i72elDFw8uzw+FX16dikaDPQpOLgoIdnk1ZGvZMfOYBEekGBb/UZStONfAlpz1w2vH0fz2bG5vfjpk8PidighWmczIw6jnVAF3MDHUxiMUEYjEzMICcyQCiQN4AupYRQgF5AMLRaDE=

```
sensor Contain container1 @thorium
op greaterThanEq result Contain 100
control enabled conveyor4 result 0 0 0
control enabled conveyor5 result 0 0 0
```

## Backup Power: RTC

***SCHEMATIC with logic code:***
bXNjaAF4nGNgYWBjYmDJS8xNZeB2SkzOLi0IyC9PLWLgTkktTi7KLCjJzM9jYGBn4CjNy8lPTAHK8OdmJhfl6xYU5SenFhfnFzGwJyWWlKQWVTLwFpWk66an5qUWJZYAxQUSi3Lzi1JTdJPz88pSK4EiXAUgs3Xz8lNSGfhK84CmpeXkl+umJ5akMjAwcAAxAzMr0DZGRiCLhQ9IzK6YE+sXy3XIgOeciGN1l1zi7kaFfb8WiWdsb3DKzJKaaz3tu3Ba2JyOFodPfz+GMnw4I2G80df2toesWdnsFe52C97EFL11Zfs8sUL9MtenD4utuAzL2ibxzvj88s2jf1mxJ7Nf/eL/rury0cnGZIrh/aYVB2dPW2TA2n3xZ8Pcq//7mAuNu19l9kyLO1Slx3T1R1NoJh+3rXn8dKPH0p6mPkeZmBgYwU4GUkDIAiSYGRhYGZiAXoGIAT3x/8//PwxsQDGgCDOQAqoCAKqVfUM=

```
sensor pwr node1 @powerNetIn
sensor bat battery1 @powerNetStored
op lessThanEq a pwr 532
op lessThanEq b bat 1000
op xor result a b
control enabled conveyor1 result 0 0 0
```

## Air Unit Mining

Here is a pretty workable example that makes all your Monos mine Scrap instead of Copper or Lead like they do by default. This also makes them return the ore they are carrying if it is not Scrap. The processor can be placed anywhere in the sector. The unit bind and ore setting are at the top for quick changes to either one.

***Logic code:***

```
ubind @mono
set getore @scrap
sensor oreheld @unit @firstItem
op notEqual badore getore oreheld
sensor hasore @unit @totalItems
op land returnore badore hasore
jump 13 equal returnore true
sensor oremax @unit @itemCapacity
jump 13 equal hasore oremax
ulocate ore core true getore xore yore found building
ucontrol approach xore yore 7 0 0
ucontrol mine xore yore 0 0 0
end
ulocate building core false @copper xhome yhome found core
ucontrol approach xhome yhome 7 0 0
ucontrol itemDrop core oremax 0 0 0
```
Duo

The **Duo** is the most basic turret available on Serpulo. It steadily fires at both ground and airborne enemies, using its alternating twin barrels.

## Ammo Details

  Graphite | 18
  Silicon | 12

## Tips

### For

While the Duo can be helpful in the very earliest stages of the game, skilled resource management can allow you to obtain Arcs and Hails before the Duo can be useful. As a result, don't use it unless you have no other options. Against weak swarms, it is generally safer to let a Gamma handle the situation instead of spending Copper on turrets. Duos are also horrible for anti-air due to low damage and range - use the Scatter instead. If you do end up using Duos, supply them with either Graphite against bulkier enemies or Silicon for DPS. Once Titanium is unlocked, Duos can directly transition into the more efficient Salvo.

### Against

Duos can be annoying to deal with since they can hit both Ground Units and Air Units on attack maps. They can be tightly packed together. However, their low range makes them not much of a problem as Daggers and Novas can outrange them easily. Flares will struggle more due to their lower range but since Duos lack any piercing capabilities a group of Flares can take them out without too much of a problem.

## Changes

 Version 6.0, unknown builds
* Silicon ammo:
	+ Damage increased (9 → 12).
	+ Fire rate bonus increased (+40% → +50%).
* Description changed.
	+ Old description: "A small cheap turret. Useful against ground units."
 Version 7.0, Build 127
 Version 7.0, Build 130
	+ Damage increased (11 → 16).
	+ Gained 10 area damage spanning 2.7 tiles.
 Version 7.0, Build 136
* Fire rate bonus for coolant decreased (Water: 140% → 120%, Cryofluid: 190% → 145%).
 Version 7.0, Build 143.1

## Trivia

* The Duo is on the icon of the Mindustry app and can be considered its mascot.
	+ Because of this, the Duo is sometimes jokingly referred to as the "ultimate turret."
* Duo, Scatter, and Cyclone all share the same firing sound.
* The Steam achievement "Against All Odds" requires a Duo to deal the killing shot on an Eclipse.
Cyerce

The **Cyerce** is a Tier 3 support Naval Unit on Serpulo, obtained after upgrading Oxynoe in a Multiplicative Reconstructor. It carries two Repair Point weapons and two cluster missile launchers.

Cyerce can be upgraded into the Aegires through the Exponential Reconstructor, either through directly connecting reconstructors, using Payload Conveyors, or by entering through a payload-carrying unit, such as the Quad.

## Weapons

25 area damage - 3.7 tiles
* 11 damage
* 13 area damage - 2.5 tiles
* 2.8% healing

## Strategy

### Against

Although it does not have the high range of the Bryde, the Cyerce's cluster projectiles give it extremely high damage. The low range should be exploited by letting Ripples get free shots. Lancers also easily shred Cyerces in close range, with minimal damage due to the latter's low fire rate. A more pressing issue is the repair point, which can buff naval attacks to become nearly indestructible. The Fuse and Scorch's high DPS counteracts this by minimising the time they have to heal.

### For

The lower range makes the Cyerce generally outclassed by the Bryde, meaning that the only value you can get out of it is with the two repair points. These are more than enough to compensate, however, as they save power on building actual Repair Turrets and gives offensive juggernauts like the Sei extra survivability. Building it along with Oxynoe for the offensive buffs maximises the potential of your healing without the heavy investment of the Aegires. As for defensive uses, the repair it provides to blocks can help stave off powerful single-target threats like the Scepter. although its damage against other units themselves is poor.

## Changes

 Version 7.0, Build 128
 Version 7.0, Build 132
 Version 7.0, Build 136
 Version 7.0, Build 138.1
	+ Old description: "Fires seeking cluster-missiles at enemies. Repairs allied units."
	+ New description: "Fires seeking cluster-missiles at enemy targets. Repairs allied units."

## Trivia

* Cyerce is named after the Cyerce genus of sacoglossan, shell-less sea slugs that primarily feed from algae.
Electrolyzer

## Purpose

### Description

Converts water into hydrogen and ozone gas. Outputs resulting gases in two opposite directions, marked by corresponding colors.

## General

### Build Cost

40  Graphite
50  Silicon
130  Beryllium
80  Tungsten

## Input/Output

### Output

4  Ozone/sec
6  Hydrogen/sec

## Research

### Research Cost

1300  Graphite
1700  Silicon
4800  Beryllium
2700  Tungsten

The **Electrolyzer** is a factory on Erekir that electrolyses Water to form Ozone and Hydrogen gas, two important fluids for advancing a base.

    Unlike most blocks, the Electrolyzer outputs two fluids in opposite directions. In-game, Electrolyzers have an hourglass-shaped decal over the block with one side pink and the opposite side blue to signal which gas is emitted. Water can be inputted through any side of the block.

## Ratios

* 1 Turbine Condenser will only make the Electrolyzer run at 50% efficiency as it gives half of the water requirement. This produces enough gases for:
	+ 1 Oxidation Chamber,
	+ 1 of any Refabricator,
	+ 1 Chemical Combustion Chamber,
	+ 2 Reinforced Pumps or
	+ 1 Phase Synthesizer at 100% heat.
	+ These numbers are doubled when two condensers supply it to run at 100% efficiency.

* A Vent Condenser produces enough for 3 Electrolyzers at full efficiency. The by-product of the Pyrolysis Generator can run 2 Electrolyzers.
Intersect/Waves

*Shield values and status effects are shown in brackets. Units of the same type may spawn with different shield and statuses - they will be listed seperately*

*There are three separate spawn points on this map:*

* *Point A is at (242, 367), the topmost point.*
* *Point B is at (170, 240), the bottom-left point.*
* *Point C is at (362, 271), the bottom-right point.*
Resupply Point

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

## Purpose

### Description

Resupplies nearby units using copper ammunition. Not compatible with units that require battery power.

## General

### Build Cost

15  Copper
20  Lead
15  Silicon

## Input/Output

### Input

1  Copper

The **Resupply Point** is a block that resupplies units with ammo using Copper. It is only available when the setting "Units Require Ammo" is turned on during game creation and only works with the Dagger, Flare, and Risso trees, as well as the three Serpulo Core Units. The Mono, Nova, and Crawler trees require Batteries to restock on ammo. The Resupply point has been removed in Version 7.0 for an unknown reason.
Exponential Reconstructor

The **Exponential Reconstructor** is used to upgrade units on Serpulo from Tier 3 to Tier 4.

Units must be outputted from a factory straight onto the Exponential 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.

## Tips

* Assuming that everything is under the same overdrive strength, 5 Cryofluid Mixers, 8 Plastanium Compressors and 2 Silicon Crucibles or 7 Silicon Smelters are required to run an Exponential Reconstructor without bottlenecks.
* An Exponential Reconstructor demands large sums of Titanium (8.33/sec alone, 0.5 \* 5 = 2.5/sec for Cryofluid Mixers, 2 \* 7.22 = 14.44 for Plastanium Compressors, grand total of 25.27/sec). This is worth 3 watered Airblast Drills and a watered Laser Drill fully covering Titanium. It is recommended to use a Plastanium Conveyor to transport the Titanium.
	+ In the case of a custom map with Cryofluid tiles, the needed Titanium is 22.77/sec which can be supplied by 3 watered Airblast Drills and a watered Pneumatic Drill
	+ Alternatively, Megas or Quasars can be assigned to mine Titanium for the Exponential Reconstructor.

## Changes

 Version 7.0, Build 127
 Version 7.0, Build 136

## Trivia

* Like all unit-producing blocks, the Exponential Reconstructor can hold double its input items.
Reinforced Liquid Tank

The **Reinforced Liquid Tank** is a block on Erekir that stores a large quantity of one type of fluid. It will automatically output its contents to all sides.

## Notes

* Reinforced Liquid Tanks next to each other will share their liquid content equally. This also applies to the Reinforced Liquid Container.
* Like all liquid transport blocks, the Reinforced Liquid Tank can be placed in deep liquid tiles (Arkycite and Slag tiles for example) as long as it is adjacent to land. Two of them together can bridge six-tile gaps, which is more than that of the Reinforced Bridge Conduit.
Underflow Gate

## Purpose

### Description

Opposite of an overflow gate. Outputs to the front if the left and right paths are blocked.

## General

### Build Cost

4  Copper
2  Lead

## Research

### Research Cost

100  Copper
100  Lead

The **Underflow Gate** is a block on Serpulo that automatically directs items to the front if both the left and right sides are blocked. It is the opposite of the Overflow Gate.

An item can only travel through two adjacent sorters or gates of any kind and will be blocked by the third, to prevent instantaneous transport chains.

## Changes

 Version 6.0, unknown builds
* Added max consecutive limit of 2.
Large Reinforced Surge Wall

## Purpose

### Description

Protects structures from enemy projectiles, periodically releasing electric arcs upon contact.

## General

### Build Cost

24  Surge Alloy
8  Tungsten

## Research

### Research Cost

28  Surge Alloy
180  Tungsten

The **Large Reinforced Surge Wall** is a wall on Erekir that absorbs bullets and has a 5% chance to emit sparks when damaged, much like the regular Large Surge Wall on Serpulo. However, it is no longer the bulkiest wall, as its total health is less than that of the Large Carbide Wall. However, it is the most armored wall and can repel consistent fire with little damage per shot.
Water

Water is an abundant liquid on Serpulo. Its primary purpose is to provide basic cooling to turrets and be used for operating the Steam Generator, as well was further refinement into Cryofluid. It is obtainable by any pump placed on water tiles, or by a Water Extractor on land. Pumps provide 50% more water on deep water tiles.
Surge Alloy

Surge Alloy is a manufactured resource on Serpulo that is created in a Surge Smelter. It is used for endgame blocks, including all 4x4 turrets (Foreshadow, Spectre, Meltdown), tier 5 units, and the Impact Reactor. It is the only item that has charge, which causes damaging sparks when blocks or units that hold it are destroyed.

Surge Alloy can also be used as high-damage shock ammo in the Cyclone and Swarmer. Surge Alloy projectiles cause lightning sparks on impact, which also deal increased damage to wet targets.

in most cases best way to produce it is Core leech or by processor controlled units since it requires a lot of different resources.

## Trivia

* While some commercially-available alloys in real life consist of some combination of copper, lead, titanium, and silicon, none of them possess properties remotely similar to Surge Alloy or have the same proportions (33.33% Pb, 25.00% Cu, 25.00% Si, 16.66% Ti).
* Surge Alloy is sometimes referred to as “Cheese Alloy” or just “Cheese” due to its similarity in shape and colour of both.
Fortress

The **Fortress** is a Tier 3 Ground Unit on Serpulo obtained after upgrading the Mace through the Multiplicative Reconstructor. It uses two long-range Hail-like cannons to bombard ground enemies. The projectiles from these weapons will damage the first target they collide with, unlike the artillery weapon on the Bryde (i.e. it cannot fire over Walls.)

It can be upgraded into the Scepter when entering the Exponential Reconstructor directly, through Payload Conveyors, or by being dropped in through units with payload such as the Mega.

## Strategy

### **Against**

The Fortress has a noticeable damage decrease compared to its predecessor. Although this is supposed to be supplemented by its bulk and range, its AI in the campaign makes it stupidly wander into close-range defenses like the Fuse, Lancer, and Scorch. Because of this, any turret that is virtually unaffected by its high armor value of 9 (i.e. not a Duo) will have an easy time with this enemy.

### **For**

Fortresses can outrange many of the defenses in a medium-to-high enemy base. Unfortunately, one of the turrets that do not fall into that category is the Ripple, which is common around the enemy Core. As a result, it is much more practical to attack with Zeniths that can bypass the turret and are only moderately annoyed by the existence of the Scatter. On defence, Fortresses can be used for taking out clusters of Ground Units much more effectively than a Hail thanks to its higher damage output and larger area radius.

## Changes

 Version 6.0, unknown builds
* No longer made in a Fortress Mech Factory.
* Description changed:
	+ Old description: "A heavy artillery mech. Equipped with two modified Hail-type cannons for long-range assault on enemy structures and units."
 Version 7.0, Build 127
* Speed increased (0.38 → 0.43).
* Weapon area damage increased (54 → 60).
* Weapon area damage radius increased (3.5 tiles → 3.7).
 Version 7.0, Build 128
* Speed converted from 0.43 arbitrary units to 3.22 tiles/second.
* Weapon damage increased (8 → 20).
* Weapon area damage increased (60 → 80).
 Version 7.0, Build 136
 Version 7.0, Build 138.1
	+ Old description: "Fires long-range artillery at ground targets."
	+ New description: "Fires long-range artillery at enemy ground targets."

## Trivia

* The Fortress firing sound is shared with the Ripple.
Steam Generator

## Input/Output

### Input

1  Coal or  Spore Pod or  Blast Compound (Causes explosion) or  Pyratite (0.67/sec)
6  Water/sec

## Research

### Research Cost

1000  Copper
1200  Lead
700  Graphite
900  Silicon

The **Steam Generator** is a power generator on Serpulo. With the help of Water, it burns the same fuels as the Combustion Generator faster to produce a lot more power. In addition, its power output is dependent on the *flammability* of its input fuels, much like its predecessor.

## Fuel

 Spore Pod
 Pyratite
 Blast Compound

## Tips

* Although spore pods are good fuel for steam generators, they are almost twice as effective when pressed into oil, then spun into coal, because the process outputs twice as much coal as input spore pods. The coal will need to be fed into more steam generators, however, which will take up more space.
* A Steam Generator loaded with more than one fuel type will burn the fuel with the lowest flammability (and thus lowest power) first, i.e. Blast Compound > Coal > Spore Pods > Pyratite. This is usually a good thing given the above point about coal production from spore pods being more efficient than burning pods directly, but it also means extra care must be taken when Steam Generators are on the same line as Blast Mixers, as the generators will damage themselves if given Blast Compound even if they have safer fuels to use.
* Steam Generators can carry most of the early-mid game for power, until Thorium Reactors are available. If Thorium is not obtainable, then the Differential Generator must be used instead.
* Steam Generators are targets for Flares. The air pathway to generators must be covered by at least a layer of Scatters, as damage on a line of flammables will lead to disaster.

## Changes

 Version 6.0, exact builds unknown
* Water consumption rate increased (3 Water per second → 6).
Stone

**Removed**
This page contains information that no longer applies to the current stable version of Mindustry.This page is a stub. You can help by expanding it.

## Stone

### Description

A common raw material. Used for separating and refining into other materials, or melting into lava.

## Info

### Produced by

 Pneumatic Drill Laser Drill

 Airblast Drill

 Solidifer

## Usage

### Consumed by

 Sand Lava

 Separator

 Centrifuge

## Properties

### Charge

0%

***Stone is not in the latest version of Mindustry - It has been replaced with the Scrap.***

Stone is a resource that can be mined with a pneumatic or any better drill.
Mechanical Drill

## Purpose

### Description

When placed on ore, outputs items at a slow pace indefinitely. Only capable of mining basic resources.

## Research

### Next Entry

 Mechanical Pump
 Graphite Press
 Combustion Generator

### Research Cost

12  Copper

The Mechanical Drill is a drill on Serpulo. It is the first drill that the player starts with, only being able to mine Copper, Lead, Scrap, Sand and Coal. It can be boosted by supplying low amounts of Water to significantly increase its mining rate. Mined resources can be removed from the drill by conveyors or the player picking them up.
Stained Mountains

**Stained Mountains** is a survival sector on Serpulo. It is made mostly of shale and dark Sand, with small patches of ice and small lakes for surface Water. It serves as an introduction to the uses of Titanium.

Accessing this sector requires capturing Biomass Synthesis Facility and researching the Pneumatic Drill and Silicon Smelter.

## Details

The map has a Derelict ruin containing Scrap and Vaults, which can be deconstructed for Thorium. There are three possible locations for the spawn point on the map, all of which are in the northeast corner ((290, 225), (286, 271) and (236, 288)). Lead and Titanium veins directly touch the walls of this sector, while Copper and Coal are in open space. The Core has four possible starting locations: (67, 32), (124, 29), and (189, 61) are closer to the south of the map while (137, 111) are near the centre. Cores that spawn at the bottom of the map will have parts of their Core schematics cut off.

Waves spawn every 2 minutes, with 4 minutes before the first wave. The drop zone radius is 37.5 tiles.

## Strategy

Tons of Ground and Air Units alike swarm this sector, which are difficult to handle without turrets that cost titanium to build. The most important ones are the Lancer for piercing anti-ground and the Ripple for its large area of effect and damage. Because both turrets cannot hit Air Units, the Scatter is also needed in this sector to destroy the high number of Horizons in later waves. As surface Water is present in this sector, Cryofluid can be easily produced for the Differential Generator or as ammo in the Wave. Waves loaded with Cryofluid will increase the damage dealt to affected targets. If you do not want to use Titanium, Arc can be used on enemies that are wet from Water-loaded Waves for massive damage.

The guardian Quasar in this sector is dangerous as it can pierce through your non-Plastanium walls and destroy your puny Conveyors and Nodes. Although it is possible to capture Windswept Islands and get Plastanium for a wall that blocks the piercing laser, there are other easier ways to handle it. The Hail and Ripple are both outrange of it and can take it down before it fires back, especially with the high damage caused by Pyratite ammo. Alternatively, spamming Mend Projectors and units that can be built will keep your defenses running even if the laser damages your supply lines.

## Trivia

* Before Build 131, Stained Mountains had a Scepter as its guardian instead of a Quasar. Due to its massive health and damage when under the guardian status effect, it became infamous for catching players unaware and making them lose all progress in the sector.