recursal/Fanatic-Fandom huggingface dataset:
Intersect

**Intersect** is a sector on Erekir. This sector is unique in that it starts off as a survival sector where the player must fight a course of nine waves, but the sector is only truly captured when the enemy core is destroyed. It is an introduction to the Merui, a unit that is necessary to cross thin natural walls that block off tanks.

## Description

This sector starts off with noticably less resources than usual, as well as a Shield Projector that blocks off the extra core zone at the bottom. This shield projector prevents your core unit from moving within the area, making the construction of more cores more difficult. The enemy core is located to the left of the core zone and is blocked off by a thin natural wall that mech units like the Merui can cross.

Waves start coming 8 minutes and 20 seconds after landing in the sector, with 3-minute gaps in between. After the first wave, the shield projector self-destructs and the core zone can now be used easier. Three spawn points exist in this map, with the tanks spawning at the top and the mechs spawning at the bottom. The final Averts spawn from all three spawn points.

## Trivia

* Intersect was originally known as *three* in the development version of Erekir. There were several differences from the current version, the most notable being that the bottom side of the map was completely blocked off until all waves were complete.
* Intersect is the only sector that transitions from survival to attack mode.
Malign

## Purpose

### Description

Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.

## General

### Build Cost

800  Graphite
800  Silicon
300  Phase Fabric
2000  Beryllium

400  Carbide

## Research

### Research Cost

29000  Graphite
29000  Silicon
2200  Phase Fabric
82000  Beryllium
4500  Carbide

The **Malign** is the ultimate turret on Erekir. It uses an extremely large amount of heat and power to fire piercing laser bolts at enemies, dealing massive damage.

## Ammo Details

* 65 damage
* -75% building damage (65 -> 16.25)
* 2x pierce

## Tips

While Malign has outstanding damage, it is less practical than the Smite, as it uses nine times the heat an Afflict uses. A single 200% Malign requires 60 Electric Heaters, 22.5 Slag Heaters, 12 Phase Heaters, or 3 Neoplasia Reactors. It can also be easily overwhelmed, especially by a swarm of units such as Quell. However, when controlled by a player, the player can take advantage of the massive range extension due to the frag, even being able to hit Disrupts, as well as not be hampered by the wind-up period. However, this, along with setting up the heating, takes valuable time away from the player, which could be used to build unit production or command units.

## Trivia

* Malign and Tecta share the same firing sound.
* Malign, along with the Titan, Scathe, and Smite, are the only turrets in Erekir that have a delay before firing.
* Malign and Smite are both:
	+ The only 5x5 turrets across both planets.
	+ The only turrets that activate a halo of light when firing.
Oxynoe

## Purpose

### Description

Fires structure-repairing streams of flame at enemy targets. Targets enemy projectiles with a point defense turret.

## General

### Abilities

Status Field:* Firing Rate: 0.16/sec
* Range: 7.5 blocks
* Overclock

## Research

### Requirements

 Additive Reconstructor
Capture Coastline

### Research Cost

2800  Silicon
2800  Graphite

The **Oxynoe** is a Tier 2 support Naval Unit on Serpulo, obtained when Retusa is upgraded in the Additive Reconstructor. It fires plasma flamethrowers that can also heal damaged buildings, as well as carrying a point-defense turret that rapidly destroys incoming physical projectiles. It also passively grants the *overclocked* status effect for 6 seconds to itself and nearby units of any kind with its status field. Overclocked units have 15% more speed, 15% more damage, and 25% more firerate.

Oxynoe can be upgraded into the Cyerce through the Multiplicative Reconstructor. It can enter by connecting reconstructors, through Payload Conveyors, or by being dropped into one through payload-carrying units, such as Mega.

## Strategies

### Against

In the off chance that the Oxynoe can actually damage your buildings on the coast, it is easily destroyed by long-range turrets like the Ripple though don't forget about its point defence turret. Your main problem when facing against this unit is the overclock field, which can either be a minor nuisance or devastating depending on what units get buffed. If the field is buffing a swarm of fast Naval Units, the Ripple is still a feasible option. If the field is buffing an Omura or Navanax, get ready to build as many Mend Projectors and healing units as possible.

### For

By placing two Naval Factories, you can alternate production between offensive and support Naval Units. This enhances a naval attack by making everything deal more damage and move faster. Without the help of a Logic Processor of any kind, however, the Oxynoe may rush ahead of slower units like the Omura and Sei. If you are not proficient in using logic, ordering a naval group to move, selecting the Oxynoes only and then constantly moving next to the squad will keep them constantly buffed.

## Changes

 Version 7.0, Build 128
 Version 7.0, Build 129
 Version 7.0, Build 130
 Version 7.0, Build 130.1
 Version 7.0, Build 132
 Version 7.0, Build 136
 Version 7.0, Build 138.1
	+ Old description: "Fires structure-repairing streams of flame at nearby enemies. Targets nearby enemy projectiles with a point defense turret."
	+ New description: "Fires structure-repairing streams of flame at enemy targets. Targets enemy projectiles with a point defense turret."

## Trivia

* Oxynoe and Mace are the only units that use flame-based attacks.
	+ Despite using a burning weapon, the Oxynoe is not immune to the *burning* status effect.
* Oxynoe is named after the *Oxynoe* genus of sea snails.
Scorch

The **Scorch** is a small, short-ranged turret on Serpulo that spews flames at nearby ground enemies, inflicting burns and massive damage.

## Usage

Scorch is a turret of extremes. It has the shortest range of all turrets on both planets but outputs extremely high damage for its size within that range. It has very high health for a 1x1 turret, exceeding that of Copper Walls you might use to protect it. Scorch performs best on the front line right next to enemy pathing, even in an isolated pillbox ahead of your main defense to soften up waves. Scorch is fairly cheap to build and replace.

Since almost every unit outranges it, Scorch is always under pressure to burn down everything that ventures into range before getting killed itself. Thus, it expends ammo very rapidly. One line of basic Conveyors can barely manage to move enough Coal to keep a single Scorch flaming continuously. Though much slower to produce than Coal, Pyratite is superior in every way. Consumed half as fast, but dealing x3.5 damage, every Scorch loaded with Pyratite *outpaces a Fuse!*

* Coal: 17 x 10 = 170 DPS (ignoring damage from burning).
* Pyratite: 60 x 10 = 600 DPS (ignoring damage from burning).

Supplying Scorch with its very flammable ammo is difficult and dangerous because transport blocks carrying said flammable ammo will start spewing out flame once destroyed. While you can exploit this by pushing it into enemy pathing ahead of your walls, there are a few methods safer for your defenses than stuffing conveyors full of Coal:

* Only send ammo down conveyors when no enemies are near, and include a return belt to clear the line. A Logic Processor with Radar and Control commands can do this for you.
* Use primarily Routers and Distributors to carry it to the Scorches. Since they can only hold 1 item at a time, fires started by their destruction will be minimal.
* Isolate the Scorches and/or their supply line from your other defenses using Bridge and Phase Conveyors.
* On the topic of fire safety, it is a good idea to prepare Water nearby whenever using flammable ammo in case a fire does get out of control. Remember to prevent Waves and Tsunamis from getting the enemy  Wet.

## Changes

 Version 6.0, unknown builds
* Fire rate decreased (12 shots per second → 8.57).
* Fire rate bonus for coolant decreased (Water: 120% → 112%, Cryofluid: 140% → 126%).
* Flames now pierce enemies.
* Coal ammo:
	+ Damage increased (6 → 16).
* Pyratite ammo:
 Version 7.0, Build 127
 Version 7.0, Build 130
	+ Damage increased (16 → 17).
* Pyratite ammo:
	+ Damage increased (25 → 60).
 Version 7.0, Build 136
 Version 7.0, Build 144.3

## Trivia

* The Phase Wall can reflect the Scorch's flames.
* At 400 health, the Scorch has the most health of all the 1x1 turrets on Serpulo.
* The Scorch's current sprite was made by the contributor Fox1va\_.
Differential Generator

## Purpose

### Description

Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite.

## General

### Build Cost

70  Copper
100  Lead
50  Metaglass
50  Titanium
65  Silicon

## Input/Output

### Input

1  Pyratite (0.27/sec)
6  Cryofluid/sec

## Research

### Research Cost

2290  Copper
3380  Lead
1600  Metaglass
1600  Titanium
2120  Silicon

The **Differential Generator** is an advanced power generator on Serpulo and the strongest generator before obtaining Thorium. It uses Pyratite and Cryofluid to produce large amounts of power.

## Tips

* When Thorium is available, the Differential Generator has little advantage over its more efficient competitor, the Thorium Reactor. Pyratite is a difficult item to slot into a survival or attack build order, whereas Thorium is obtained naturally with progression and is straight from the drill. Thorium Reactors are also far more efficient on cryofluid, with five of them being fine for one mixer whereas the Differential Generator can only have two.
* Differential Generators could be useful as the jump-starter for an Impact Reactor. Two Cryofluid Mixers combined can supply one Differential and one Impact Reactor with a small surplus, and pyratite can be diverted from making Blast Compound for the Impact Reactor, while a Thorium Reactor would need its own thorium input. Also, unlike Thorium Reactors, Differential Generators do not have any risk of explosion that would threaten to chain with the Impact Reactor or vice versa. While you would need at least two Differential Generators to supply all of the power needed to start the Impact Reactor by itself, you can use one to pre-charge a Large Battery and use Logic Processors to turn the Impact Reactor on when there is enough power to complete the bootstrap cycle.
* Differential Generators will attract the attention of enemy Flares.
Lich

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

## General

### Speed

0.0 (slow)

The **Lich** was a flying boss unit that appeared on Tar Fields in Version 5.0 of Mindustry. It fired massive alternating salvos of missiles from its two wings, which dealt massive damage. Like other boss units, it could not be produced in any unit factory.

As of Version 6.0, it has been functionally succeeded by the Antumbra.

## See Also

* The Reaper, Chaos Array, Eradicator and Eruptor, other enemy-exclusive units in Version 5.0.
Logic Processor

## Purpose

### Description

Runs a sequence of logic instructions in a loop. Can be used to control units and buildings. Faster than the micro processor.

## General

### Build Cost

320  Lead
60  Graphite
50  Thorium
80  Silicon

## Research

### Research Cost

12000  Lead
1900  Graphite
1600  Thorium
2700  Silicon

The **Logic Processor** is a logic block on Serpulo. It is the most vital component of any logic operation, as it and its variations are the ones that directly issue orders to other blocks and units. Logic Processors can be issued a list of commands either in an in-game drag-and-drop interface or through an external text editor and copied in. These commands are run like an assembly line from top to bottom and looping naturally or when encountering an **end** instruction.

To communicate with other blocks, processors can link themselves with other blocks, including other processors. These links then become block variables within the processor and can be accessed with instructions such as **sensor**.
Incite

## Purpose

### Description

Builds structures to defend the Citadel core. Repairs structures with a beam. Capable of carrying 2x2 structures.

## General

### Manufactured in

 Core: Citadel

The **Incite** is the second core unit of Erekir, created when a player is spawned through a Core: Citadel. Unlike core units on Serpulo, all core units on Erekir have the following properties:

* 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) Incites will all be controlled by a player and thus cannot be ordered by command mode. Incites are faster and can repair better than the Evoke.

## Trivia

* The Incite is the only unit that uses two building beams instead of one. This is purely a visual effect and does not affect the build speed.
Scepter

The **Scepter** is a Tier 4 Ground Unit on Serpulo obtained after upgrading the Fortress through the Exponential Reconstructor. It is a massive version of a Dagger that has two cannons which rapidly shoot bursts of shock rounds, inflicting massive damage to single targets. In addition, it also hosts four smaller auxiliary guns that can independently aim but deal little damage.

Scepters can be upgraded into Reigns by entering the Tetrative Reconstructor directly, through Payload Conveyors or through a carrier unit such as the Quad.

## Strategies

### **Against**

This behemoth of a unit is incredibly dangerous by virtue of how lightning spark damage is calculated; these can hit multiple times on a single target and stack unprecedented amounts of damage. This is especially the case with large and expensive units, as it has a winning matchup against all other tier 4 units apart from the Sei and Arkyid. Because of this, it must be taken down fast before a breach pops up in your frontline. Large Thorium Walls are ideal and can help buy time for your turrets to attack, but they will fall quickly if you do not make haste with offense. Bonus damage status combinations like Blast Compound ammo and Cryofluid freezing are the best way to deal with lone Scepters as the status combination damage is not affected by armor. Mega and Poly are also extremely helpful, although they must remain behind your wall so as not to be accidentally annihilated. If on a budget, amassing a large amount of Lancers and Arcs while using Water in your liquid turrets instead will also work.

### **For**

Due to their low mobility and the prevalence of the ever-so-annoying Foreshadow on extreme-level enemy Cores, Scepters are rather poor on offense compared to more flexible options like the Zenith, Arkyid, Vela, or Quad. They should instead be used on defense, where they provide one of the few sources of lightning spark damage obtainable before getting Surge Alloy. Combining it with Water in your liquid turrets will make it deal extremely high damage for a low resource cost.

## Changes

 Version 6.0, unknown builds
 Version 6.0, Build 124
 Version 7.0, Build 127
 Version 7.0, Build 128
 Version 7.0, Build 130
 Version 7.0, Build 131
* Shock cannon damage increased (45 → 50).
* Shock cannon lightning damage increased (19 → 20).
 Version 7.0, Build 136
 Version 7.0, Build 138.1
	+ Old description: "Fires a barrage of charged bullets at all nearby enemies."
 Version 7.0, Build 146

## Trivia

* The Scepter is named after an ornate staff of the same name used by rulers, which references its successor, the Reign.
* The Scepter was the guardian of Stained Mountains in Version 6.0, where it garnered infamy as a mandatory guardian that caused an unexpected and comically large difficulty spike. This spike was the likely reason that the guardian was swapped to the Quasar.
	+ Because of this, there are no guardian Scepters in the mainline sectors of the campaign.
Payload Conveyor

## Purpose

### Description

Moves large payloads, such as units from factories. Magnetic. Usable in zero-G environments.

## General

### Build Cost

10  Copper
10  Graphite

## Research

### Research Cost

300  Copper
300  Graphite

The **Payload Conveyor** is used to transport blocks and units up to 3x3 tiles in size as payloads, in a manner similar to how basic Conveyors transport items. Blocks and units behave different from each other while on the conveyor.

Blocks are only accepted as payloads dropped by units with a payload capacity, like the Quad. These blocks will function as normal while in the conveyor, but cannot be released from the end of a line and cannot be resupplied with items or liquids. They have to be picked back up and dropped on buildable tiles.

Units can be accepted from factories and reconstructors, dropped in by units with a payload capacity, or inserted by direct control. Insertion by direct control is done by Ctrl+left clicking the conveyor or reconstructor with the controlled unit directly overhead. This is the only way air units can be upgraded after being released. Units in a payload conveyor don't function. They are only along for the ride either into a reconstructor, or released from the end of a line with enough tiles of open space.

## Changes

 Build 127
 Build 128
 Build 134
* Copper cost changed from 20 to 10.

## Trivia

* The description of the Payload Conveyor containing "Magnetic. Usable in zero-G environments" is likely left over of when it was usable in scrapped zero-G asteroid sectors.
Reinforced Payload Router

## Purpose

### Description

Distributes payloads into adjacent blocks. Functions as a sorter when a filter is set.

## Research

### Research Cost

1600 Tungsten

The **Reinforced Payload Router** is a block on Erekir used to transport payload-form blocks. It will redirect payloads coming into the router in a random cardinal direction. It is also configurable to behave like a Sorter for payloads, where the correct payloads move to the front while the incorrect ones move to the side.

Reinforced Payload Routers can only hold payloads up to 3x3 blocks in size. Blocks will function as normal while in the conveyor, but units will not.
Javelin

**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

### Item Capacity

30 items

The **Javelin** was a player ship introduced in Version 4.0. Intended for hit-and-run harassment, it had a low initial speed but accelerated while it moved. It fired bursts of missiles and rapidly emitted lightning bolts when it reached a high velocity. Players could transform from another mech into the Javelin via the Javelin Ship Pad.

Version 6.0 allowed players to control units directly, invalidating the need for upgraded player ships. As a result, both the Javelin and its upgrade pad were removed.
Dagger

The **Dagger** is a Tier 1 Ground Unit on Serpulo made in the Ground Factory. It fires alternating bullets at nearby enemies and enemy blocks, much like a walking Duo.

Daggers can be upgraded into Maces through the Additive Reconstructor directly, through Payload Conveyors, or by being dropped in by a carrier unit such as the Mega.

## Strategies

### **Against**

Daggers are present in the earliest sectors, of which only single individuals may come in the first few waves. Even the lowest tier of your Core Unit, the Alpha, can easily defeat them by darting in and out of its bullets. In later stages, they will come in massive swarms that rack up huge damage onto walls. In this case, powerful splash damage options like the Hail, Ripple, Lancer, and Arc are all feasible. Artillery turrets like the Hail and Ripple will often clean them up before they actually get to damage your walls.

### **For**

Although Daggers are very cheap and quickly produced, the low unit capacity of a Core: Shard along with the inability to make more Cores in one sector on Serpulo renders them obsolete. At the early stage where the Core: Foundation has not been researched, the Nova and Flare are much more mobile and can clear basic enemy bases like Fungal Pass much quicker. After you get bigger Cores with greater unit capacities, you would at least have access to the Exponential Reconstructor and Zenith, which is the go-to attacking unit for most of the campaign.

If you choose to use it, the Dagger may prove useful as a high-damage swarm unit in PvP games where the unit capacity is raised by the map. With the limited pierce of the Lancer and its technological latency in having to obtain Titanium, they are not easily checked compared to the Nova and Flare, both of which are vulnerable to the dominant Scatter in some way.

## Changes

 Version 6.0, unknown builds
* Health increased (130 → 140).
* Firing sound changed.
* Description changed:
	+ Old description: "The most basic ground mech. Cheap to produce. Overwhelming when used in swarms."
 Version 7.0, Build 127
* Health increased (140 → 150). This makes them no longer get one-shot by a Lancer.
 Version 7.0, Build 128
 Version 7.0, Build 136
 Version 7.0, Build 138.1
	+ Old description: "Fires standard bullets at all nearby enemies."
	+ New description: "Fires standard bullets at enemy targets."

## Trivia

* The Dagger is named after the short stabbing knife of the same name. Units that are upgraded from the Dagger have medieval-themed names.
* Out of all the Tier 1 units, the Dagger has the slowest movement speed.
Peaks

**Peaks** is an attack sector on Erekir. Seperated into four walled-off sections, long-distance transport, and Avert Air Units are necessary to attack the enemy bases here.

## Description

At first, Tungsten is isolated from your Core and must be transported across through Payload Mass Drivers. The two enemy Cores are all above you and can only be accessed with true air units, namely the Avert. The topmost Core has two Disperse Turrets, able to easily shred your army should it fire for too long. You can either overwhelm it with 30 ships or destroy the Tungsten mine that supplies their ammo.

### Structured Events

Objective-editor events occur in the following order:

 Objective: Research Beam Tower
 Objective: Build 2x Beam Tower
 Objective: Build 1x Chemical Combustion Chamber
 Objective: Build 1x Avert
 setupFinished

## Trivia

* Peaks were made by Epowerj.
* Peaks went for a period of Erekir's development without having a description. This was fixed in Build 140.4.
Erekir

**Erekir** is a planet introduced in Version 7.0 of Mindustry. A boiling, tidally locked planet, home to the Malis, Erekir uses a set of blocks that are wholly seperate from that of Serpulo. Sectors on this planet are more structured and procedurally-generated sectors where there is less balance are absent. However, its difficulty is noticeably higher than Serpulo's and is more accommodating for players experienced in real-time strategy.

## Appearance

Erekir is closer to the Sun than Serpulo and is likely based on Venus. Water will boil if spilled, and Slag/Arkycite spawns in vast puddles along the surface. It is orange and has an atmosphere (as evidenced by the ability to fractionate Nitrogen from it, the vents scattered on the ground, and the dust blowing around). Erekir has a total sector of 91 tiles, although only 17 are accessible and playable.

## Gameplay

Erekir is similar to Serpulo and Mindustry's Core gameplay in that you mine resources, generate power, and defend your Core. However, Erekir's sectors force you to use an entirely different set of blocks and units, fundamentally changing up your progression and strategy. Due to the low sector count, you cannot switch sectors on Erekir while a sector is under attack.

Your new starting Core is the Core: Bastion, a 4x4 Core that spawns the untargetable Evoke. The first thing you do is to use your starting  Beryllium to build Turbine Condensers, which can then produce power for Plasma Bores, Cliff Crushers, and the Silicon Arc Furnace. After that, it is highly advised you spend that Slicon on either units or constructing Breaches for defense. Unique to Erekir are Vents, 3x3 natural formations on the ground where Turbine Condensers can be placed, limiting your maximum power and forcing you to expend it wisely.

Erekir has noticeably higher resource numbers than Serpulo. The primary transport method, Ducts, are much faster than Serpulo's Conveyors (15 items per second as apposed to 11 per second for Titanium Conveyers), to accommodate blocks and extractors producing more. Building costs are significantly higher in return for their increased effectiveness, which somewhat simplifies early-game planning and lets you focus on the primary component of the planet, Attacking.

As shown in the tutorial sector, The Onset, unit production will be a cornerstone of success. Erekir currently has more enemy bases than survival sectors. In addition to this, all sectors have a "fog-of-war" effect that limits your view of the map based on your turrets and units, which cannot be cleared by your player ship. As a result, building a Radar or obtaining a Stell/Cleroi is important if you want to access better materials and gather vision on your enemy.

Lastly, fluids play a big part in the functioning of most blocks, especially  Ozone and  Hydrogen, two gases that are created by the Electrolyzer. These gases should be monitored at all times and protected, as otherwise, you will spend loads of time repairing them instead of defending against enemies.

## Content

* Units
* Turrets
* Walls
* Extractors
* Transportation
* Liquids
* Power
* Resources and Production
* Miscellaneous
* Other
* Sectors
Hyper Processor

## Purpose

### Description

Runs a sequence of logic instructions in a loop. Can be used to control units and buildings. Faster than the Logic Processor.

## General

### Build Cost

450  Lead
75  Thorium
150  Silicon
50  Surge Alloy

## Research

### Research Cost

18000  Lead
2500  Thorium
5300  Silicon
1600  Surge Alloy

The **Hyper Processor** is a block on Serpulo and a type of Logic Processor that is faster and stronger, but more expensive and requires Cryofluid to run. Like other processors, Hyper Processors run a list of commands that are editable by the player, reading them from top to bottom and looping unless told not to. It can link with any number of blocks within its link range, which allows the processor to access their data and control their behaviour.

The extremely high instruction rate makes the Hyper Processor ideal for rendering and updating moving graphics on a Logic Display, especially if its processing speed is increased by overdriving.
Fissile Matter

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

**Fissile Matter** is an unused resource in the Erekir campaign. It can be produced by the Heat Reactor.

## Trivia

* Although the item is not officially used, RTG Generator will generate power more efficiently than Thorium or Phase Fabric if **Fissile Matter** is used instead.
* It's the most radioactive material in the game.
Launch Pad

The **Launch Pad** is a block on Serpulo that is used for launching items between Sectors while consuming power. It is researchable once Extraction Outpost is cleared. It has a large, Container-like item capacity that can hold a capacity of 100 items of any type, which will then be cleared and added to the sector's export rate every 20 seconds.

When clicking on the Launch Pad, there will be an option to change which sector the exports go to; this changes the export destination of all other Launch Pads in the sector.

## Notes

* The Launch Pad will consume items equal to a production of 5 items per second when not under the effect of *overdrive*.
	+ With the Pneumatic Drill, this is equal to approximately 42 Coal tiles, 34 Sand/Scrap tiles, 39 Copper/Lead tiles, or 46 Titanium tiles per launcher.

## Changes

 Version 6.0, unknown builds
 Version 7.0 Build 129 Pre-Alpha
Mindustry Unofficial Wiki

# Welcome to the Mindustry Unofficial Wiki!

This is a FANDOM wiki for the game **Mindustry** by Anuken. Maintained by the players, it aims to provide detailed info on all the content across the game; every unit, block, map and information related to the game will be explained.

*Note that this is not affiliated with the official Mindustry Wiki hosted on GitHub, nor is it endorsed by the developer.*

Before using and editing this wiki, please read our wiki rules and To-Do List.

## Mindustry (the game)

Mindustry is a tower defense game with factory and RTS elements, where you mine resources to build blocks, place defense, start factories, research new technologies and conquer the solar system with your own personal army. The game features an expansive campaign with two separate planets, a map editor and multiplayer with plugin support.

The current latest version of the game is **Build 146.**
The game can be downloaded from the following sources:

A Mindustry Classic client is also available that runs the Version 3.5 update of the game. Mindustry classic can be downloaded from:

As Mindustry is an open source project, the code of the game and further information can be found in https://github.com/Anuken/Mindustry.

## Game content

* Serpulo
* Erekir

* Units
* Turrets
* Walls
* Extractors
* Transportation
* Liquids
* Power
* Resources and Production
* Miscellaneous
* Logic
* Other
* Sectors

* Units
* Turrets
* Walls
* Extractors
* Transportation
* Liquids
* Power
* Resources and Production
* Miscellaneous
* Other
* Sectors

*Campaign*
*World map*
*Ground Zero*
*Frozen Forest*
*The Craters*
*Stained Mountains*
*Salt Flats*
*Ruinous Shores*
*Fungal Pass*
*Nuclear Production Complex*
*Tar Fields*
*Desolate Rift*
*Overgrowth*
*Biomass Synthesis Facility*
*Windswept Islands*
*Extraction Outpost*
*Impact 0078*
*Planetary Launch Terminal*
*The Onset*
*Aegis*
*Lake*
*Intersect*
*Atlas*
*Split*
*Basin*
*Marsh*
*Peaks*
*Ravine*
*Caldera*
*Stronghold*
*Crevice*
*Siege*
*Crossroads*
*Karst*
*Origin*
*List of numbered sectors*
*Logic Guide*
*Guardians*
*Tech Tree*
*Core Database*
*Blocks and Buildings*
*Resources*
*Units*
*Sectors*
*Version 6.0*
*Version 7.0*
*Sandbox Mode*
*Attack*
*Survival*
*Editor*

### ***Resources***

Main Page: Resources

* Lead
* Scrap
* Sand
* Graphite
* Metaglass
* Spore Pod
* Coal
* Titanium
* Thorium
* Silicon
* Plastanium
* Phase Fabric
* Surge Alloy
* Blast Compound
* Pyratite
* Beryllium
* Tungsten
* Oxide
* Carbide
* Slag
* Oil
* Cryofluid
* Arkycite
* Neoplasm
* Ozone
* Hydrogen
* Nitrogen
* Cyanogen

***Statistics***edit
* **740 articles** since September 2018.
* **1,129 images** have been uploaded.
* **16 people** have made edits in the last 30 days!!!
Heat

*Not to be confused with the Heat value of a Thorium Reactor, which indicates how close it is to exploding.*

**Heat** is an additional resource on Erekir used in certain blocks and turrets to function. Like power, it does not take the form of any item or liquid and exists solely in blocks outside of the Core.

## Heat Production and Transfer

Heat can be produced by many blocks, such as the Oxidation Chamber, but some blocks are designed to only emit heat, those being the Electric Heater, Slag Heater , and Phase Heater. Each heat-producing block is orientable and produces heat from one side of the block only (excluding Heat Routers).

To transfer heat from one block to another the side that the heat is emitted from must touch any side of the other block. The amount of heat transferred is based on whether the receiving side can completely touch the emitting side (For example, an electric heater with half of its emitting side touching another block only transfers 1.5 units of heat). This also means that heat can be distributed across multiple blocks if they share the emitting surface, but none of them will receive the full amount.

## Effects of Heat

Blocks like the Afflict and Surge Crucible all have a **heat requirement**, which is the amount of heat needed to run at 100% efficiency. Efficiency refers to how fast a block does its job, which will also affect how much of its input is consumed over time. While not desirable, heat-dependent blocks can run below their heat requirement.

Heat-dependent blocks can store an infinite amount of heat and so can receive more units than needed, in which case their efficiency is calculated by dividing the heat received by the requirement. This has the same effect as overdriving the block by a set percentage. The maximum efficiency is capped for all blocks, however; for production blocks, it is 400%, for turrets it is 200% and for the Flux Reactor, it is 100%.
Despero

## Powers and StatsEdit

**Tier:** **4-B**

**Name:** Despero

**Origin:** DC Comics

**Gender:** Male

**Age:** Unknown

**Classification:** Alien Conqueror

**Powers and Abilities:** Superhuman Physical Characteristics, Flight, Telekinesis, Telepathy, Mind Manipulation, Energy Projection, Forcefield Creation, Illusion Creation, Magic, Teleportation, Possession, Regeneration(Low-High)

**Attack Potency:** **Solar System level+** (He has sometimes been portrayed as significantly stronger than Martian Manhunter)

**Speed:** **Massively FTL+** combat speed

**Lifting Strength:** **Limitless**

**Striking Strength:** **Solar System Class+**

**Durability:** **Solar System level+**

**Stamina:** Large. He has fought the combined forces of the JLA and JSA for an extended period of time

**Range:** Planetary

**Standard Equipment:** None notable

**Intelligence:** Above average (He's shown to be a very cunning strategist.)

**Weaknesses:** His skin can be pierced by sharp objects

**Feats:** Fighting and defeating Superman, Captain Marvel, Wonder Woman, Power Girl, and others heroes all at once (JLA/JSA: Virtue and Vice). Battling Lobo, Martian Manhunter, and various weaker Giffen/DeMatteis era Justice League members simultaneously.
Power Node

## Purpose

### Description

Transmits power to connected nodes. The node will receive power from or supply power to any adjacent blocks.

## General

### Build Cost

1  Copper
3  Lead

## Research

### Next Entry

 Large Power Node
 Battery
 Mender
 Steam Generator
 Solar Panel

### Research Cost

80  Copper
100  Lead

The **Power Node** is a power transport block on Serpulo. It is used to transport power produced from generators across blocks, acting like a bridge. Power Nodes connect to blocks requiring power within a small radius, and with a limit to how many can be connected at once.

Unique to power nodes and their variants, the game will automatically space blocks when placing in a line so that they reach at the tip of their maximum range. This does not apply to the last block at the end point of the line.

Blocks directly adjacent to a node do not form a connection unless done manually, as power-related blocks naturally conduct power to touching blocks. Any type of power node does not automatically connect when their line would cross any Plastanium Wall.
Risso

The **Risso** is a Tier 1 Naval Unit on Serpulo, produced in the Naval Factory with 20 Silicon and 35 Metaglass. It fires rapid barrages of missiles and bullets at nearby enemies. As a Naval Unit, it is unable to move over solid ground and will not exit from a block holding it if it cannot enter a liquid.

Rissos can be upgraded into the Minke through the Additive Reconstructor directly, through Payload Conveyors, or through a unit with payload such as the Mega.

## Strategies

### **Against**

Watery areas are difficult to defend due to the presence of deep water tiles that stop you from building. The best way to engage against such units is to wall off the coast and use close-range turrets with a low change to miss fast targets, such as the Arc. Engaging the Risso through this method should be enough, although the walls will falter against large swarms. The Ripple is a superb turret for destroying them from afar, without them ever chipping down your defenses.

### **For**

The problem with Naval Units is that without a body of water to the enemy Core, their uses on offense are quite limited as despite their longer range they often won't be able to do much to the Core itself. If such a body of water exists on the other hand, then Naval Units are arguably the only unit you should use. The Risso is absurdly strong to make up for its limited movement (having the highest DPS out of all the tier 1 units) and will rapidly destroy any defense not under the surveillance of the Ripple. Alternatively, Risso can be used to defend against the enemy waves saving players the hassle of supplying ammunition to turrets. Note that neither of the Risso's weapons have any piercing capabilities so prepare accordingly for swarms.

## Changes

 Version 7.0, Build 127
* Missile fire rate decreased (3 shots per second → 2.6).
 Version 7.0, Build 128
 Version 7.0, Build 131
 Version 7.0, Build 132
 Version 7.0, Build 136
 Version 7.0, Build 138.1
	+ Old description: "Fires a barrage of missiles and bullets at all nearby enemies."
	+ New description: "Fires a barrage of missiles and bullets at enemy targets."

## Trivia

* When Naval Units were first revealed in the buildup to Version 6, the unit shown was a separate ship called a Vanguard. It looked like a smaller version of the Eclipse.
* Rissos are named after *Grampus griseus,* commonly known as the Risso's dolphin. It is the only member of its unit line to be named after a dolphin as the rest are named after whales.
Payload Propulsion Tower

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

## Stats

### Build cost

300  Thorium
200  Silicon
200  Plastanium
50  Phase Fabric

### Shots/second

0.25/sec

The **Payload Propulsion Tower** was a block that existed in Version 7.0's pre-alpha builds, starting from Build 127 up to Build 135. It functioned like a Mass Driver for payloads, transporting them across large and inconvenient distances. They could be configured like a pair of Mass Drivers; one tower sends to another tower. However, whereas Mass Drivers could empty their contents to all tiles around it like a Router, the Payload Propulsion Tower could only output in one direction.

As of Build 136, the Payload Propulsion Tower cannot be built and has been replaced with the Payload Mass Driver, a similar block that is buildable on Erekir.
Salt Flats

**Salt Flats** is an attack sector on Serpulo. A dry, barren and flat place, the enemy base is wide and resources are scant, forcing you to abandon precious Steam Generators and suffer from power management as you attack.

## Details

Salt Flats is characterised by the lack of any surface water. As the Water Extractor can only be researched after capturing the sector, power becomes an issue as only Combustion Generators can be used. Like with Fungal Pass, the player starts with a small base consisting of Duos and Scatters, a Ground Factory setup, Solar Panels and two Water Extractors boosting drills. Unit production speed is 50% faster than normal on this sector.

The enemy base spreads out across the upper half of the flats, consisting of an outer layer of Duos and an inner layer of Silicon-fed Hail, guarded by copper walls and Scatters. Near the nucleus core, Lancers become prominent ground defenses, but have very low power from Solar Panels.

Unlike most attack sectors, there are no Mega or Poly repairing and guarding the base.

## Strategies

Because of the lack of any repairing units, any strategy that can take out defenses will work. Air units are out of the question here, as Scatter turrets are rather powerful and any attempt to send Zeniths over will be halted. The north of the base is rather poorly defended compared to the outward-facing line of turrets and can be exploited by the Atrax to enter the core without much issue. Knocking out their power is also key and if you can send over weaker air units like the Horizon into the solar panels then the Lancers inside will do virtually nothing to you. You may also destroy the enemy Combustion Generators and Batteries and wait for nightfall to attack as solar panels will produce no power then. A solar panel of your own may be used to keep track of this, such as your starting solar panels.

The sector has no walls and thus no choke points. Making a large wall is tiring and may interfere with enemy unit pathfinding, potentially drawing them away to an undefended section and causing a game over. Ripples can cover large areas without the need for walling off due to their long range and can even fire some pot-shots at the base if you desire.

## Trivia

* Between Build 114 and 118, Salt Flats was inaccessible. This was because the Water Extractor was required to unlock Salt Flats between the two builds. Since the Water Extractor was not available until you captured the sector, the requirement was impossible to meet.
* This sector has not undergone any changes since version 5.0 apart from adjusting damaged blocks as a result of max health increases.
	+ This is because all the units in this sector are all renamed from pre-V6 units and do not have any shield values, as well as having a default spawn cap of 40.
* Wave 132 contains an Antumbra, but it is not classified as a guardian. This may be an error.
Glaive

**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.
***The Glaive is no longer in the game, it was replaced by Gamma.***

## Description

A large, well-armored gunship. Equipped with an incendiary repeater. Highly maneuverable.

Weapon : Flame Repeater

Building Speed : 120%

Health : 240

Item Capacity : 60

Mining Speed : 130%

Mining Power : 4

## History

The Glaive has been removed, only looking similar to the Gamma. It was only in the game during v4 to v5.
Lead

> "*Dense. Inert. Extensively used in batteries. Note: Likely toxic to biological life forms. Not that there are many left here.*"
> ― In-game Details
>
>

**Lead** is an item on Serpulo, and one of the most fundamental along with Copper. It is used to build the first electrical blocks needed for an eventual massive base, those being generators, Batteries, and Power Nodes.
Incinerator

The **Incinerator** is a block on Serpulo that uses low amounts of power to quickly vaporize any item or liquid that enters it.

## Usage

The Incinerator is a rather nice block whose main purpose is to prevent clogs. This is important for the Separator and Disassembler when sorting for the correct item as they will clog up when the wrong items are not removed in any way. It can also be used to easily remove the wrong items from a line with a Sorter, although it is always better to treat the cause of the clogging instead of the clog itself.
Music

There is a Mindustry soundtrack, with many different songs that play circumstantially.

Here are all the songs that play in the game (as of V7).

\**Note: These songs aren't **yet** named. Currently, their "Name" is some temporary placeholder (hopefully).*

## Miscellaneous

 Launch
 Land (Old)
 Land (New)
 Editor

## Gameplay

These music will play randomly during gameplay.
Plastanium Wall

## Purpose

### Description

Protects structures from enemy projectiles. Absorbs lasers and electric arcs. Blocks automatic power connections.

## General

### Build Cost

2  Metaglass
5  Plastanium

## Research

### Research Cost

100  Metaglass
200  Plastanium

The **Plastanium Wall** is a wall on Serpulo. Unlike other walls, it has the unique ability of intercepting piercing laser attacks, preventing them from damaging blocks behind it. Projectile and hitscan-based piercing projectiles like that of the Reign and Omura respectively are unaffected. In addition, it also blocks Power Nodes and their variants from automatically connecting to other blocks, although manual connections through them are still possible.

## Trivia

* Beam Nodes and Beam Towers can be intercepted by Plastanium Walls and their large variant. The connection cannot be manually restored.
Phase Conduit

## Purpose

### Description

Transports liquids over terrain or buildings. Longer range than the bridge conduit, but requires power.

## General

### Build Cost

20  Metaglass
10  Titanium
7  Silicon
5  Phase Fabric

## Research

### Research Cost

600  Metaglass
300  Titanium
200  Silicon
100  Phase Fabric

The **Phase Conduit** is a block on Serpulo that transports liquids over obstacles much like a Bridge Conduit, but has greater range in exchange for consuming small amounts of power. The end of a line of phase conduits is exempt from power consumption as it does not actually link to anything.

Phase and Bridge conduits cannot interlink. The Phase Conduit is able to cross gaps of up to 10 blocks wide.
Guide: Logic Lookup Tables

All of the resource, building, and unit types are stored in "lookup tables" that can be accessed using the Lookup command in Logic processors.

The command accepts a type and an index as arguments, and returns the related type into whatever variable you specified as the result.

```
lookup item myItem 3

```
In this example, the resulting variable "myItem" is the same as "@metaglass".

Unit lookups are equivalent to references like "@poly" and "@flare".

## Lookup Table Data

### Buildings

1. ↑ https://github.com/StormyBytes/MLogWiki/blob/main/EN/lookup.md
Reinforced Vault

## Purpose

### Description

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

## General

### Build Cost

75  Thorium
100  Beryllium
125  Tungsten

## Research

### Research Cost

1900  Thorium
2900  Beryllium
3800  Tungsten

The **Reinforced Vault** is a storage block that can store large amounts of items for future use. These items can enter containers from adjacent conveyors and blocks, then be unloaded from using the Duct Unloader.

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

The **Illuminator** is a miscellaneous block on Serpulo. In the Campaign and maps with lighting, the illuminator uses minimal amounts of power to provide an adjustable light in an area. Outside of those areas, the illuminator cannot be built.

Illuminator colours can be changed by pressing the pencil button while selecting the block and dragging sliders to control the RGB values of the light. Logic Processors can also change it using the *control* command.

A boosted illuminator through the Overdrive Projector, Overdrive Dome or a Navanax's EMP emits light in a larger radius. An illuminator with low power emits dimmer light.

## Changes

 Version 7.0, unknown builds
* Light radius significantly increased.
Phase Synthesizer

The **Phase Synthesizer** is a factory on Erekir that creates Phase Fabric out of Sand, Thorium and Ozone, using Heat and power.

## Ratios

* Heating is not a problem as the Phase Heater does not require Phase Fabric to build, meaning that only an Electric Heater is needed for the Phase Synthesizer to start itself. Two Phase and one Electric heater can get to 33 heat, enough for max efficiency.
* At maximum efficiency, the Phase Synthesizer requires:
	+ 2 Electrolyzers for Ozone,
	+ 3 Large Plasma Bores for Thorium, or one if boosted by Nitrogen,
	+ 16 Cliff Crushers at 0.75/s each, 11 at 1.09/s, 10 at 1.30/s or 8 at 1.63/s.
* At maximum efficiency, the Phase Synthesizer produces 2 Phase Fabric per second, which is enough to supply 16.67 Phase Heaters, or 14 when subtracting the two used to self-heat.
	+ This ends up with 210 heat, enough to operate a 200% efficiency Malign with 30 heat left over.

## Trivia

* Compared to the Phase Weaver, the Phase Synthesizer needs less Sand and Thorium to produce Phase Fabric and also has the same base output rate (0.5/s), however it also requires Ozone and Heat to function and consumes more power.
* The absolute fastest production rate with the Phase Synthesizer (only possible on a Mix Tech map) is 6 Phase Fabric per second, which is achieved by overdriving a 400% efficiency synthesizer with Navanax.