recursal/Fanatic-Fandom huggingface dataset:
Assembly Drone

The **Assembly Drone** is an Air Unit produced from any powered unit assembler. An assembler must have four Assembly Drones on each corner of their assembly boundary before they can produce their output units. If any Assembly Drone is destroyed, it must be rebuilt before the assembler can resume outputs.

Assembly Drones are constructed in normal gameplay, but their stats are not visible in the Core Database. To make them visible with the console, type *UnitTypes.assemblyDrone.hidden=false* and enter to run the command. This will also make them producible by the Payload Source.

## Notes

* Assembly Drones fill each corner of the boundary counterclockwise starting from the northeast. This occurs regardless of the assembler's orientation and drones will move to fill in gaps if any are destroyed.

## Trivia

* The Assembly Drone is the only non-Core Unit that is not limited by the unit cap.
* At 0.75x0.75 blocks in size, the Assembly Drone is the smallest unit in Mindustry.
Alpha

The **Alpha** is the default core ship that comes with the Core: Shard on Serpulo. It is able to move very quickly, mine basic ores like Copper and Lead and construct buildings, as well as defend against low-level enemies with alternating guns.

Unlike most units, the Alpha cannot be upgraded through reconstructors and instead become stronger versions by upgrading the Core. In the Alpha's case, it turns into the Beta upon upgrading to the Core: Foundation and respawning.

## Changes

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

## Trivia

* The Alpha is a remake of the default Dart player ship from Version 4.0. Most features are the same but unlike the Dart, the Alpha does virtually zero damage to buildings.
* The Core Units of Serpulo are named after the Greek alphabet.
103

File:103.png

**Threat Level:** Low

**Resources:** Copper, Lead, Sand, Coal, Water

**Near:** On the campaign map, sector 103 neighbors Windswept Islands, due west.

**Type:** Mission: Survive Waves

**Description:** Large pools of water on the edges with plenty of sand around. Air units from the South West with sparse land units in certain waves.
253

**Threat level:** High

**Resources:** Copper, Lead, Sand, Coal, Titanium, Water, Oil

**Type:** Mission: Survive Waves

**Description:** Not many resources available, especially Copper. A small Oil puddle can be found between spawn points, and hot tiles are available next to the starting point. The enemy has 2 spawn points with 2 separate air attacks.
224

**Description:** Plenty of resources. The enemy only has a single heavily defended Core (with a Spectre, a couple of Meltdowns and a Foreshadow). There are more than 30 Flare constructing air factories. Of which 23 are literally undefended. Enemy defences are negligible if t4 units are brought into play. The only things to be cautious of are the core defences. You get 2min 30s. before the first wave comes. Waves come at an interval of 1 min 15s.

## Waves

*Section incomplete.*

Flares, Horizons and Zeniths(at later waves).

## Strategy

The Core is defended by a Foreshadow, a couple of Meltdowns, and a Spectre. The recommended strategy is Zenith bombing.

The attack consists of Air Units. At first you have to face flares from 31 factories as they take time to make resourses in site so you get approximately 1 minute before you get bombarded with an endless number of flares.Set up swarmers or cyclones for the time being(4 would be enough). It's not recommended to attack the factories outright with t3 or t2 units. The undefended 23 factories can be taken care of by a bunch of flares.

The next thing comes at wave 10-the guardian. It can be taken care of by pulling it to a dedicated place by an inactive therium reactor. That way it goes down quite easily.

In case you want to blast bomb the core, you would need 2-3 quads and a bunch of zeniths to blast the core directly. If you want a safer option then the safest option would be Corvus. Make a corvus and take a stroll to the enemy core.
Anthicus

The **Anthicus** is the tier 3 mech unit of Erekir, obtainable by feeding a Cleroi into a Prime Refabricator. It fires long-range homing missiles that behave like units, able to be shot down by projectiles. Like all mech units, it is able to walk over all blocks and natural walls that are 3 or less blocks in width.

While the Anthicus is only tier 3, it is technically one of the final forms of upgrading the Merui as it cannot be used for tier 4 and 5 production.

## Strategies

### For

The Anthicus can provide fire support for slowly chipping defenses or units, but is rather fragile itself. Pairing it with the Precept is a good way to break into difficult bases, including some of the ones in Origin. Their damage is the highest out of all the other tier 3 units on Erekir, meaning that a snowballing strat is also viable; because their projectiles will absorb bullets they can overwhelm most defenses other than the Smite and Malign simply with continuous fire.

In unit combat, a swarm of Anthicus wins against most units. Fast-firing units such are the Tecta are an exception; do not send Anthicus to attack such units.

### Against

Anthicus appear starting from the sector of Ravine. They usually appear alone, but are dangerous because they may stand back and fire from a distance rather than sneak over your walls. No 3x3 turret apart from a tungsten Breach can hit it, but the Afflict and Titan can. Because missiles are considered air units, Disperse can shoot them down, while Titan shots in particular do not get absorbed by the missiles as it is a ground-only projectile, which makes it the best option for Anthicus swarms. Lone Anthicus also lose against unit swarms of your own, so a group of Avert can tear them apart.

## Trivia

* Anthicus, Quell and Disrupt are currently the only units that fire unit-like projectiles.
	+ Anthicus is the only one which continues to be able to hit air units after build 142.
* Anthicus is named after the *Anthicus* genus of beetle. All members of the Merui line are named after types of beetles.
Arc

The **Arc** is a small, close-range turret on Serpulo that uses power to fire arcs of electricity at ground enemies.

## Tips

* Arcs are extremely potent for their price, as they can cover a wide area with high damage. They are easily considered the best 1x1 turret.
	+ To complement the lack of anti-air, the Scatter can cover against aircraft.
* Because the Arc's projectiles inflict the *Shocked* status effect, its power effectively doubles if it hits a wet enemy as it deals an additional, irreducible 14 damage.
	+ The *wet* status can be inflicted by a Wave or Tsunami with water. It is also advised to place Arcs near shallow water pools in the ground enemy path, as the tiles will also inflict the status.
	+ Because naval units are immune to being wet, the Arc cannot use its synergy with the wet status against them. While this does reduce their effectiveness compared to an optimally-placed Hail, it still does damage so by no means are Arcs useless against naval units.
* The Arc's high power consumption must be supplemented by Batteries, both for continuous fire and to not cause blackouts that stop Menders and other important blocks.
* Arcs lack the range and damage needed to snipe enemy infrastructure. Avoid wasting power by doing this.
* When dealing with Arcs on attack maps, their low range and inability to hit Air Units make them fairly easy to destroy as Daggers and Novas can outrange them easily while Flares cannot be hit by them at all (though watch out for any nearby Scatters.)

## Changes

 Version 6.0, unknown builds
* Damage decreased (21 → 20).
	+ DPS: 35.91 → 33.2
* Power usage increased (90 power units/second → 198).
* Can no longer accidentally hit air units.
* 2x ammo multiplier added.
* Build time increased (0.88 seconds → 1).
* Build cost changed:
	+ Copper cost increased (35 → 50).
* Description changed:
	+ Old description: "A small close-range electric turret. Fires arcs of electricity at enemies.
 Version 7.0, Build 127
	+ DPS: 33.2 → 34.2
 Version 7.0, Build 136
* Fire rate bonus for coolant decreased (Water: 140% → 120%, Cryofluid: 190% → 145%).
* Added -75% damage penalty to buildings.
	+ Building damage: 20 → 5.

## Trivia

* The Arc is the only turret that uses power as ammo but does not cost Silicon to build.
* The Arc fires arcs that point away from the target but has an actual inaccuracy of zero due to them curving towards enemies.
47

**Threat Level:** Medium

**Resources:** Copper, Lead, Sand, Coal, Scrap, Water, Oil

**Type:** Mission: Destroy The Enemy Base

**Description:** Large map with sufficient resources, and 2 oil puddles, of which one is behind enemy defenses. As of V7, The remote island has been removed. Any patches of Titanium has been removed, so it is recommended to bring extra Titanium to boot, or have a sector deliver Titanium through Launch pads. Enemy has single core.

**Things to Note:** As of V7, the second nearest Enemy Scatter Defence (Between the hail defence and the patch of small solar panels) does not have drills supporting the Scatter Defence. This means that it wont receive Lead Ammo and is practically harmless.

If you unlocked tier 3 units, then you can basically cheese this sector by rushing a Fortress, destroy and outrange most of the turrets. Do not go to the path where there are ripples and segments nearby.

In the waves, all you will meet would be some flares which would try to blow up your generators.So,get 2-3 cyclones around your generators and you are basically free from enemies as the number of flare is not too many.Or you can just make a single meltdown and you are set for the setor.
210

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

## Strategy

This sector is beside Overgrowth and Fungal Pass, so invade it quick if you don't want trouble. The small opening to the north of the enemy Core is vulnerable to air strike and has a small area with Coal and Sand that you can squeeze a few decent Horizon or Atrax factories in, so consider kamikaze-ing the large power node in the base with Horizon then send Atrax teams in to take down the core.
0

**Threat level:** Medium

**Resources:** Copper, Lead, Sand, Coal, Scrap, Water

**Type:** Mission: Destroy The Enemy Base

**Description:** A small map with sufficient resources. You must destroy the enemy defenses to get to a reasonable amount of Coal. The enemy only has a single Core.

## Trivia

* On the campaign map, it appears as a pentagon, instead of a hexagon. This also applies to sectors 0-11.
* Sector 0 is the first ever listed numbered sector in Serpulo.
104

**Threat level:** Low

**Resources:** Copper, Lead, Sand, Coal, Scrap, Water

**Type:** Mission: Survive Waves

**Description:** A large water and sand sector west of the windswept islands. There is a small amount of spore infestation in the north, along with some ice in the southeast. There seems to be the remnants of some facilities (no actual buildings) near the middle of the map containing large amounts of scrap ore. Most ores are abundant, though the lead seems a bit limited.

**Bordered by:** 236, 43, 103, 2, 105, and 44
221

**Threat Level:** Low

**Resources:** Copper, Lead, Sand, Coal, Titanium, Scrap, Water, Oil

**Type:** Mission: Survive Waves

**Description:** Plenty of resources, including a big puddle of oil in middle of map and 2 tiny ones nearby. Map has "hot tiles", so recommend using Thermal Generator for power. Enemy has single spawn point.

**Waves:** Usually randomized but people report Nova and Flare for the most part, and Horizon or Pulsar near the last few waves.

## Strategy

Because this is just to the left of Frozen Forest, this is a very good early-game sector for resources that also has some viability in the mid-game. However, Metaglass is introduced at The Craters, where the Kiln and Steam Generator are unlocked. You only need power for silicon currently, so no big problems yet. After the Craters, come back with your new Kiln and make Metaglass to research blocks that you haven't unlocked while in The Craters, focusing on Thermal Generator. After Windswept Islands, come back to easily make large amounts of Plastanium here due to the oil here. 162 has thorium and is next to Biomass Synthesis Facility, but is vulnerable to an attack sector, which is vulnerable to another.
234

**Threat level:** Eradication

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Scrap, Water, Oil

**Type:** Mission: Survive Waves

**Guardian:** Toxopid, wave 36

**Description:** Plenty of resources, including big oil piddle near center of map. Enemy has single spawn point with air attacks.

**Fun fact:**This is the only eradication threat level without a enemy base.
97

**Threat level: Low**

**Resources:** Copper, Lead, Sand, Coal, Scrap, Water

**Type:** Mission: Survive Waves

**Description:** Entire map is sand with large amounts of accessible water. Large pockets of resources with small amount of scrap. Waves include air attacks.

Enemy spawns at the water on the left bottom corner water source area.
Beta

The **Beta** is a Core Unit on Serpulo, spawned from a Core: Foundation. It is an upgrade to the Alpha, with faster mining, building speeds, and slightly stronger burst-weapons.

Unlike other units, the Beta is not upgraded through a Reconstructor and is instead upgraded into the Gamma upon respawning when the Core is upgraded into the Core: Nucleus.

## Changes

 Version 7.0, Build 127
 Version 7.0, Build 128
 Version 7.0, Build 129
 Version 7.0, Build 136
69

(T1)
 (T1-2)
 (T1-2)

Ample amounts of resources, But Copper and Lead are somewhat scarce. So, using Mono to mine is recommended instead of using drills.

## Details

The enemy has 12 active Flare factories. The base defences include Thorium and Copper Salvos, Lead Scatters, Lancers, Arcs, Hails And Segments. The enemy has 3 fortified Core: Nucleus, which has 1 Foreshadow, 1 Meltdown and 2 Spectres each. Also, there are three Meltdowns that are near your Core.

## Strategy

You had to give up on destroying Flare factories as they are close to the enemy Cores. So, you basically would have to endure bombarding from 12 Flare factories. It can be taken care of by placing a dummy generator and filling up its surroundings with Fuses as they deal a lot of damage along with piercing at close range. You can take care of the factories near your Core with some Nova or other long-range units because of the Meltdowns nearby. Another option is to pick up some Blast Compound in the Core Unit and make yourself crash near the Meltdown's Surge Towers, while also destroying them.

Although the Cores are guarded by Meltdowns, the option of Zenith bombing is still available, nonetheless, you will need a lot of them to blast the Core as they are guarded by Spectres. It is recommended to bunker up and start T4 production by wave 6. Then make 2 Arkyids and 2 Velas for handling the guardians at wave 14. Furthermore, if you have 4 Spectres built, you are practically free from danger as the waves are not hard to defend. When the guardians came, the Quasars would accompany them. Make your Arkyids attack each of the guardians from behind first, then have the Velas attack them from the front. That way Arkyid would have to bear the burnt of the guardian's attacks while Vela heals it. Moreover, Vela can take care of the army that accompanies it. Make sure that all these happen in the Spectre's range due to the majority of the damage originates from the Spectre. Arkyid inflicts *sapped* status effect, and the effect will damage the guardian even more.

After the guardian got terminated, assemble a Corvus and destroy the Cores. It is the easiest way. And make sure to take the Velas you previously made with you to heal the Corvus as you would have to confront the Foreshadows and don't go through the middle way. That way 2 of the Foreshadows would attack you at the same time. Instead, go through the rightmost way and destroy Cores one by one.
Air Factory

## Purpose

### Description

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

## General

### Build Cost

60  Copper
70  Lead

## Research

### Next Entry

 Flare
 Naval Factory

### Research Cost

1900  Copper
2200  Lead

The **Air Factory** is a unit factory on Serpulo that produces tier 1 air units, namely the Flare and Mono.

## Inputs and Outputs

  Mono | 15  Lead (0.43/sec)
30 Silicon (0.86/sec)

## Trivia

* Like all other unit-producing blocks, the Air Factory will hold up to double the production cost of its output unit.
Carbide Crucible

The **Carbide Crucible** is a factory on Erekir that creates Carbide out of Tungsten and Graphite using Heat.

## Ratios

* Maximum efficiency from the Carbide Crucible requires 8 Oxidation Chambers or 5 Slag Heaters.
	+ One Vent Condenser fully supports 6 Oxidation Chambers, resulting in 300% efficiency. This is only relevant on Stronghold, where the Carbide Crucible can be built but the map has no Slag.
	+ Pumping 10 tiles of slag from Reinforced Pumps will reliably heat the Carbide Crucible to 400% efficiency. 5 pumps will support two crucibles.
* At maximum efficiency, 3.56 tungsten and 5.32 graphite per second are needed. Assuming that extractors cover the maximum amount of ore tiles unless specified:
	+ Tungsten can be cleanly provided by 2 unboosted Large Plasma Bores, 4 Impact Drills or an Eruption Drill on 23 tiles of ore.
	+ Graphite can be cleanly provided by 7 unboosted Plasma Bores, 3 boosted Plasma Bores, or 3 unboosted Large Plasma Bores.
* Late-game, two Neoplasia Reactors or 8 Phase Heaters can run three Carbide Crucibles at 400% efficiency each, which can be perfectly split by the Heat Router.
226

**Threat level:** Extreme

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Scrap, Water, Oil

**Type:** Mission: Destroy The Enemy Base

**Description:** Most of the map is on frozen land, with plenty of Sand available in the upper-left corner. A small puddle of Oil is available in the same location. The enemy covers a large area of the map. The enemy only has a single Core.

**Guardian:** Reign, Wave 40
211

**Threat level:** High

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Oil

**Type:** Mission: Survive Waves

**Description:** Plenty of resources, with a decent amount of open space in the middle of the map. A small Oil puddle is present at the starting point, and a bigger one to the east. The bigger Oil puddle is in the spawn area. The enemy has 2 spawn points and 2 separate air attacks.
Atlas

**Atlas** is a sector on Erekir. With comparatively more diverse terrain, the four cores must be defeated using a combination of tank, mech and ship units, especially with upgraded tanks from a Tank Refabricator, which is unlocked along with the Electrolyzer upon landing on this sector.

## Description

Atlas contains plenty of empty space, but not all of it is accessible by Stells alone; the southernmost enemy base is isolated by thin natural walls that necessitate Merui, while the eastern core is surrounded by a large slag lake that requires Eludes to cross. The western core is guarded by a new turret, the Diffuse, which can pummel your close-range tier 1 units back and severely hinder their progress, making the production of Locus vital.

After four minutes, Merui and Eludes will be produced from the southermost enemy base without warning.

## Tips

Hydrogen has two uses in production at the moment: the Tank Refabricator and boosting Plasma Bores. While Ozone has no uses in production at the moment, its high explosiveness can be exploited by placing it in Reinforced Liquid Containers to drop on enemy defenses and support your ground units.

## Trivia

* Atlas was made by the contributor Epowerj.
113

**Threat level:** High

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Water, Oil

**Type:** Mission: Survive Waves

**Description:** Plenty of thorium and coal, low amounts of copper, and almost no titanium. Small puddle of oil east of stating point. Enemy has single spawn point with air attacks.
265

**Threat level:** Extreme

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Water, Oil

**Type:** Mission: Destroy The Enemy Base

**Description:** Sufficient amount of resources at startup, but enemy defenses should be destroyed in order to get to thorium. plenty of oil available. Enemy has two well defended cores.

**Strategy:** It is very important to move quickly when trying to take this sector, as the guardians are usually toxopids, and will render your defense inept. It is recommended to launch with T3 factories and begin T4 production as soon as possible.
135

**Threat Level:** Low

**Resources:** Copper, Lead, Sand, Coal, Water

**Type:** Mission: Survive Waves

**Description:** Plenty of lead and coal, but small amount of copper and barely any usable sand. Most of dark area is rock. Description says water, but no water has been found on map. Enemy has single spawn point.
Coal Centrifuge

The **Coal Centrifuge** is a crafting station on Serpulo that makes Coal out of Oil and requires power to do so.

## Ratios

### Input

6 Oil per second can be supplied by:

* 1 Mechanical Pump on tar, 7 centrifuges to 6 pumps as the exact ratio.
* 0.125 of a Rotary Pump, 8 centrifuges to 1 pump
* ≈

{\displaystyle \approx}

0.05 of an Impulse Pump, 19.8 centrifuges to 1 pump.
* ≈

{\displaystyle \approx}

0.33 of a Spore Press, 3 centrifuges to 1 press.
* 0.25 of an Oil Extractor on shale, 4 centrifuges to 1 extractor, and 3.75 centrifuges to 1 extractor on dark Sand.

### Output

2 Coal per second can supply:

* 1.5 Graphite Presses, 2 centrifuges to 3 presses.
* ≈

{\displaystyle \approx}

0.33 of a Multi-Press, 3 centrifuges to 1 press.z
* ≈

{\displaystyle \approx}

1.33 Silicon Smelters, 3 centrifuges to 4 smelters.
* ≈

{\displaystyle \approx}

2.66 Pyratite Mixers, 3 centrifuges to 8 mixers.
* 0.6 of a Silicon Crucible paired with a Pyratite Mixer, 5 centrifuges to 3 crucibles.
* 3 Steam Generators.
208

**Threat Level:** Medium

**Resources:** Copper, Lead, Sand, Coal, Titanium, Water, Oil

**Type:** Survival

**Sector 208** is a medium-threat sector in Mindustry. It is adjacent to the four-base chain around Overgrowth and Fungal Pass, with this sector being a prime place for a specific exports facility. While there is no Thorium, the presence of 7 separate oil puddles and Titanium makes this area an ideal location to make Plastanium. This area is also very easy to defend, as there is only one spawn point.
7

**Threat level:** High

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Water, Oil

**Type:** Mission: Survive Waves

**Description:** Plenty of resources are grouped in big fields, and there is a big Oil puddle. Most of the map is covered in Water. The enemy has 2 spawn points with air attacks.

## Trivia

* On the campaign map, it appears as a pentagon, instead of a hexagon. This also applies to sectors 0-11.
225

**Threat level:** Eradication

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Scrap, Water, Oil

**Type:** Mission: Destroy The Enemy Base

**Description:** Generous amount of resources with two oil patches slightly outside of enemy turrets' range. Outer defense consists of Copper Salvos and Lead Scatters. Enemy has two heavily defended cores next to each other.
Carbide

*This page is about Carbide on Erekir. You may be looking for Carbide (v4), a legacy version of carbide in version 4 of mindustry.*

Carbide is a manufactured resource created in a Carbide Crucible by combining Graphite and Tungsten. Carbide is used in late-game blocks and can be considered one of the final resources of Erekir.

## Trivia

* The real life equivalent of carbide would be tungsten carbide, an extremely dense and stiff tungsten and carbon compound used in drills and cutting tools.
Comparison of Tier 5 Units

## Trivia

* No tier 5 unit has the ability to mine currently.
	+ Corvus previously had a mining speed of 700% but this was removed in Version 7.0, Build 127.
* This is the only tier where all units can hold items (tier 1: Stell and Elude, tier 2: Horizon, Locus, and Avert, tier 3: Precept and Obviate, and tier 4: Vanquish all have an item capacity of 0).
* The 3 fastest tier 5 units all have the same speed as another unit of a lower tier.
	+ Collaris and Risso (8.25 tiles/second.)
	+ Disrupt and Crawler (7.5 tiles/second.)
	+ Oct and Antumbra (6 tiles/second.)
174

Sector 174 is a numbered survival sector on Serpulo. It contains a large amount of resources and is directly adjacent to Ground Zero, although the naval units in this sector may catch players off-guard.

## Details

The player Core spawns at the tainted water end of the large lake, while the enemy spawn point is close to the southwest, in the water. Enemy waves come every 2 minutes and 10 seconds, with a 4 minute and 10 second gap for the first wave.
Blast Mixer

The **Blast Mixer** is a crafting station on Serpulo that produces Blast Compound using Pyratite and Spore Pods.

## Ratios

* Conveniently, 1 Pyratite Mixer supplies enough Pyratite for 1 Blast Mixer.
* 4 Cultivators can supply enough Spore Pods for 5 Blast Mixers.
* If you include a Spore Press to provide oil to 3 Coal Centrifuges to make coal for the corresponding Pyratite Mixers, then 15 cultivators running at 100% efficiency can supply 8 Blast Mixers with no additional inputs besides Water, Lead and Sand, and no special terrain dependencies. More efficient outside sources of oil and coal can boost this further.
Beryllium

**Beryllium** is an item available on Erekir. Along with Graphite, it is one of the two basic resources that can be mined by an Evoke or Plasma Bore (except for tiles form, which can only be mined by drills). Beryllium is the base building material for most simple logistics blocks, namely Ducts, Beam Nodes, and Reinforced Conduits.

## Trivia

* Players often jokily call it "Amongus" due to its appearance looking like a crewmate from Amongus.
Crevice

**Crevice** is a survival sector on Erekir. It is an introduction to the synthesis of Carbide, as well as the first sector that has Guardians.

## Strategy

Since most of the low-level enemies come with lots of shields, the early waves will be somewhat challenging. Building Eludes will not only let you scout most of the sector before the first wave but will also defend against these small units. You have starting oxide in your loadout, so rush some Sublimates and place them near the enemy spawn point. The Titan turret is very effective as well, and a few of them with water can tear many ground units apart.

In the latter third of the sector's waves, Obviates will spawn and are likely to go away from your defenses straight to your core or factories. You should have the Disperse researched and your entire base should receive coverage from at least two at any point. Once you have carbide unlocked you can now build the Pyrolysis Generator, which allows you to relax with power as they produce a ludicrous 1500 units. Remember that Carbide Crucibles are heat-dependent, so if you don't want to build many factories you can go all-out with Slag Heaters and produce it at a good rate.

If you have many Sublimates and Titans at your ground defense then the four guardian tectas will not stand a chance - any stray conveyors that may get knocked out can easily be re-built with Build Towers. The Lustre is also extremely efficient at eliminating them, and one Atmospheric Concentrator can supply many of them by stockpiling using liquid containers.

## Trivia

* Crevice was introduced in build 140 of the v7 beta.
* Crevice was made by Epowerj.
Combustion Generator

The **Combustion Generator** is the first power generator unlocked on Serpulo. Crude and simple, it costs next to nothing to build and is easy to operate, requiring only flammable materials such as Coal to slowly burn and produce power.

## Fuel

A Combustion Generator's output varies based on the *flammability* of the material being burned:

* Coal: 100% makes 60 power, the base output.
* Spore Pod: 115% makes 69 power.
* Blast Compound: 40% makes 24 power, however it also damages the generator and turns it into a bomb.
* Pyratite: 140% makes 84 power, the best output.

Coal is the easiest fuel to supply. Two Mechanical Drills fully covered by coal can sustain one combustion generator (2x0.34/sec, generator uses 0.5/sec), and 3 such Drills sustain exactly 2 Combustion Generators. Everything else requires power and processing to produce. Spore Pods are not worth the power and water costs, and Pyratite is not much better than Coal and eats up lots of Lead and Sand. Blast Compound is not for generating power, instead turning the generator into a small timed bomb.

Oil converted into coal through a Coal Centrifuge is just a step away from a fifth type of fuel. However, one can easily make steam generators by the time centrifuges can be researched and placed.

## Tips

* Focus on obtaining Metaglass once power is relatively stable, as it lets you move on to Steam Generators.
* Empty combustion generators can lure away Flares, allowing you to divert them into Scatters.
* Although feeding Blast Compound into it is dangerous, its explosion can further detonate other, more powerful explosive buildings such as a Thorium Reactor or an Impact Reactor. This can be helpful in an emergency. A Mega can also drop these as destructive payload.
Carbide (v4)

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

## Usage

### Ammo

 Duo Hail

 Salvo

 Ripple

 Fuse

## Properties

### Charge

0%

***This covers the item Carbide in Version 4 of Mindustry. You may instead be looking for Carbide (v7).***

Carbide is a resource that can't be mined. It can be crafted with tungsten and coal.

It used to be a important resource used for many things such as:

## Usage

### Old Recipe

 Scorch

 Hail

 Wave

 Salvo

 Swarmer

 Ripple

 Fuse

 Laser Drill

 Water Extractor

 Oil Extractor

 Phase Conveyor

 Distributor

 Sorter

 Overflow Gate

 Bridge Conveyor

 Mass Driver

 Unloader

 Container

 Vault

 Large Power Node

 Large Battery

 Steam Generator [Turbine Generator]

 Thermal Generator

 Thorium Reactor [Nuclear Reactor]

 Liquid Router

 Liquid Tank

 Liquid Junction

 Bridge Conduit

 Door ( Large Door)

 Force Projector [Shield Projector]

 Overdrive Projector

 Plastanium Compressor

 Blast Mixer

 Melter

 Separator

 Command Center

### Removed

 Carbide Drill

 Blast Drill

 Carbide Wall ( Large Carbide Wall)

 Solidifer

 Arc Smelter

 Centrifuge

File:Phantom Drone Factory.png Phantom Drone Factory

 Coal
 Arc Smelter |  Tungsten
 Coal
Carbide Wall

The **Carbide Wall** is a wall on Erekir that absorbs bullets. It and the Large Carbide Wall are currently the blocks with the most raw health per tile, at 1080. Due to the expensive nature of carbide, it may be recommended to use the Reinforced Surge Wall instead depending on if you wish for more damage or surivability.
124

**Threat level: High**

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Scrap, Water, Oil

**Type:** Mission: Destroy The Enemy Base

**Description:** Most of the playable areas are Sand, low amounts of Titanium, and a limited amount of Water (more Water is available after the enemy base is destroyed). The enemy has 2 Cores with air attacks.
Beam Link

The **Beam Link** is an editor-only power block that acts like a Surge Tower from Serpulo, with an extremely long range but only one available connection. This connection can be linked to any block that can carry, store or transfer power.

Beam Links in the Erekir campaign are used in Crossroads and Origin to control the powering of certain turrets and blocks; in particular, the Beam Link's low connection count allows all Large Shield Projectors to exist on an isolated circuit that is only powered by the eastern base, making them depower once it is destroyed.
6

**Threat level:** High

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Scrap, Water

**Type:** Mission: Survive Waves

**Description:** There are two possible locations for enemies to spawn, including air assault. Plenty of resources, but extremely limited access to Water.

## Trivia

* On the campaign map, it appears as a pentagon, instead of a hexagon. This also applies to other sectors 0-11.
53

**Threat Level:** Extreme

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Water, Oil

**Type:** Mission: Survive Waves

**Description:** sufficient resources, including big oil puddle south of starting point. enemy has 3 spawn points with 3 air attacks. Waves are extremely difficult at later waves.
10

**Threat Level:** Medium

**Resources:** Copper, Lead, Sand, Coal, Titanium, Scrap, Water, Oil

**Type:** Mission: Destroy The Enemy Base

**Description:** A small map with limited resources initially. The enemy's defense mostly consists of Duos and Scatters, with a few batches of Fuses here and there. Waves are usually weak Ground Units and default to attacking from the narrow valley to the south of the player's base. The enemy only has a single fortified Core.

## Trivia

* On the campaign map, it appears as a pentagon, instead of a hexagon. This also applies to sectors 0-11.
65

**Threat Level:** High

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Water, Oil

**Type:** Mission: Survive Waves

**Description:** Almost no Lead, but sufficient amount of other resources. A small Oil puddle is available in the northern part of the map. Possible large amount of aircraft in the North-west. The enemy has two spawn points with air attacks.
Airblast Drill

The **Airblast Drill** is a drill on Serpulo. It is the most powerful drill on Serpulo, using power to extract ores below its massive 4x4 size. Conveyors or players picking up the mined resources can be removed from the drill. Like all drills, Airblast Drills can be boosted using low amounts of Water to mine multiple times faster than its base speed.

## Resource Rates

*\*Mining speed for these ores is only relevant in custom games with the <Any> planet setting.*

## Changes

* Health increased (640 → 765).
* Build time increased (3.54 seconds → 3.55).

## Trivia

* Without water, the Laser Drill and Airblast Drill have the same drill rates per tile.
* The Airblast Drill is the only Serpulo drill that can mine Tungsten.
222

**Threat level:** Low

**Resources:** Copper, Lead, Sand, Coal, Titanium, Oil

**Type:** Mission: Survive Waves

**Description:** Plenty of resources, including 2 oil puddles: one inside spawn point, and another outside of spawn point. Enemy has single spawn point.

Enemy's are mainly crawlers and nova's around wave 10

Don’t actually bother capturing this sector. Once you land, immediately launch to sector 85

(editing note: this is wrong there is no oil in the spawn and is more than 2 oil puddles)
Core: Shard

The **Core: Shard** is a type of Core on Serpulo. It is the smallest and weakest Core, being only 3x3 in size, adding 8 units to the player's unit cap and able to store up to 4000 of each resource. Core: Shard spawns an Alpha as its default ship.

Core: Shards can be upgraded into Foundations and Nucleus by placing the upgrade directly over one, immediately consuming all resources and removing any adjacent transport blocks like Conveyors. All Cores can also have additional storage space by placing Containers and Vaults next to them.

## Notes

* The Core: Shard and all other Serpulo Cores can be upgraded into Erekir-based Cores and vice-versa.
* The Core: Shard is always hidden from the block selection when in a map or sector and cannot be placed.
	+ The build cost of the Core: Shard is only relevant when launching to another sector.
* The Core: Shard, much like all other Cores, Containers, and Vaults, changes colour based on the team it belongs to.

## Trivia

* The icon for Mindustry on Google Play is a Duo layered on top of a Core: Shard.
Blast Door

## Purpose

### Description

A wall that opens when allied ground units are in range. Cannot be manually controlled.

## General

### Build Cost

24  Silicon
24  Tungsten

## Research

### Research Cost

630 Silicon
630 Tungsten

The **Blast Door** is a special wall on Erekir. Not only can it absorb bullets, it will automatically open whenever a ground unit (including the Elude, but not anything with large legs) is nearby, allowing it to move through. When opened, bullets are able to pass the wall.
5

**Threat level:** High

**Resources:** Copper, Lead, Coal, Titanium, Thorium

**Type:** Mission: Destroy The Enemy Base

**Description:** Limited resources on start up, but few more are available after enemy defenses are destroyed. There is no Sand, therefore unable to produce Silicon, it's recommended to import Silicon from other sectors using Launch Pad. The enemy only has a single Core.

## Trivia

* On the campaign map, it appears as a pentagon, instead of a hexagon. This also applies to sectors 0-11.
Bridge Conduit

The **Bridge Conduit** is a block on Serpulo that transports liquids over obstacles and other solid blocks. Like the Bridge Conveyor, every bridge conduit in a chain can accept inputs from the back and sides but not the front, while the final conduit will empty out everywhere except the back. Connections can be configured to link to specific blocks.
268

**Threat level:** High

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Scrap, Water, Oil

**Type:** Mission: Survive Waves

**Description:** Plenty of resources spread all over the map. Resource list indicates oil, but no oil has been found on map. Enemy has two spawn points with air attacks.
105

**Threat level:** Low

**Resources:** Copper, Lead, Sand, Coal, Water

**Type: Mission: Survive Waves**

**Description:** A sector made out of spores, sand and salt. There is one enemy spawn at the south-west corner of the map. Waves include flying units only, consisting of Flares and Horizons in later waves.
71

**Threat level:** Medium

**Resources:** Copper, Lead, Sand, Coal, Titanium, Scrap, Water, Oil

**Type:** Mission: Destroy The Enemy Base

**Description:** Medium amount of resources on startup. Oil available on upper-right side of map, but also on island below starting position. Enemy has one core. Can be easily destroyed using Flare by going in the back and destroying routers that supply ammo to Scatters and salvo.
Basic Assembler Module

## Purpose

### Description

Increases assembler tier when placed next to a construction boundary. Requires power. Can be used as a payload input.

## General

### Build Cost

200  Oxide
500  Thorium
300  Carbide
400  Phase Fabric

## Power

### Power Use

240 power units/second

The **Basic Assembler Module** is a block on Erekir that allows the Tank, Mech and Ship Assemblers to produce Tier 5 units, as well as serving as another input point for payload items.

## Usage

Basic Assembler Modules are only placable next to construction boundaries created by any of the three unit assemblers. Despite its sprite, it is a unidirectional block that points towards the boundary, which determines what assembler gets its unit tier raised.

Assembler tier will be increased if a module is adjacent regardless of if the module is powered, although only a powered module will accept payload inputs.
Core: Nucleus

The **Core: Nucleus** is the strongest Core on Serpulo, storing the most resources and having the most health. Like its predecessor, the Core: Foundation, it can be placed on an existing Core of lower size or on Core zone tiles. Nucleus Cores add 24 units to the global unit cap each. Core: Nucleus spawns a Gamma as its default ship.

Like all Cores, Vaults , and Containers can be placed directly adjacent to the Core to increase its capacity. The Core with the largest capacity consists of using eight Vaults and two Containers for 21600 total storage.

## Notes

* Despite saying that the Core: Nucleus is extremely well-armored, it has no armor stat due to it being introduced before block armor.
* As with all Cores and storage blocks, the Core: Nucleus changes colour based on the team it belongs to.
* The Core: Nucleus can be upgraded into the Core: Acropolis. This will reduce the overall unit cap, but does not instantly remove units.
* It takes a unit with 100% build speed around 5 minutes to build a Core: Nucleus on a Core zone.

## Navigation

 Version 6.0, unknown builds
 Version 6.0., Build 126
241

**Threat Level:** Medium

**Resources:** Copper, Lead, Sand, Coal, Titanium, Scrap, Water, Oil

**Type:** Mission: Destroy The Enemy Base

**Description:** Decent resources until enemy's are destroyed, more available after that. Small amount of water and oil available inside of defenses. Enemy has single core.
24

Sector 24 is an eradication-threat enemy base sector on Serpulo, around the north pole. It is one of two sectors that border and attack Impact 0078. Although it was quite hard in V6, this sector was buffed to be one of the most difficult sectors on the planet.

## Details

All four enemy Cores are located at the top of the map, with Lancers, Parallax, Fuses, Meltdowns, Spectres, and Foreshadows (in two Cores) guarding them. Other defenses include nests of Scatters, Salvos, Hails, and Segments. Everything is surrounded by Phase Walls. Around the player Core, most resources except Titanium and Oil are somewhat abundant. Oil in particular cannot be obtained until the defenses around the dark Sand area are destroyed. The arrangements of non-Core defenses will vary across players.

You get 2min 30s. before the first wave comes. Waves come at an interval of 1 min 15s. The most reassuring fact is that no enemy comes between the waves (enemy bases don't have any unit making infrastructure).

## Strategy

***Defence:***

* After you land on 24, you will need to build a lot of medium to high-end anti-air turrets, such as Swarmers, Cyclones, and Specters to mow down the absurd amount of enemies per wave due to the 4 cores. The turrets will have to use the highest grade ammunition, which are the Surge alloy and Thorium ammunition. In this sector, Tsunamis will also be needed to hold back the 4 Eclipses on the 11th wave.
* Also use water (as there is an abundance of water nearby) to boost your turrets' DPS so the Guardians will be destroyed within seconds.
* It is expected at this point to have Launch Pad imports be your main source of items. A dedicated launching sector must be chosen to minimize the amount of sector switching and maximize the items sent, Planetary Launch Terminal is a solid choice as it is one of the easiest eradication sectors to secure and has abundant space and resources. If you can manipulate Launch Pad import rates, Salt Flats can be used to accumulate resources and then load them later for maximum export rates. It is also crucial to **not** switch sectors too much, as you can lose the sector instantly.

***Attack:***

* There are no Plastanium Walls to block attacks from the Corvus, which means that if you can bunker down and set up Tier 5 production, the enemy Cores can safely be destroyed.
* Another possibility is to make a quad factory and 5-6 Quads filled with Blast Compound. Then use these to bomb the Cores. You may get lucky with 4 Quads.

## Waves

The waves on 24 only have flying units, but there are a lot of them. The waves include Flares, Horizons, Zeniths, and the aforementioned Eclipses at wave 11 and every 13 waves after that.
Armored Conveyor

The **Armored Conveyor** is a transport block on Serpulo. It is a derivative of the Titanium Conveyor, with the exact same speed and throughput. However, the Armored Conveyor does not accept any non-conveyor inputs entering through the sides, including from blocks, Routers and gates. In exchange for this rigidity, it has very high health.
Constructor (v7 Legacy)

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

## General

### Build Cost

50  Graphite
70  Thorium
50  Silicon

## Input/Output

### Output

1x1 to 2x2 size blocks

*This page is about a version of the Constructor that existed before Build 136. For the current, Erekir-exclusive version, see here.*

## Large Constructor

Fabricates structures up to 4x4 tiles in size.

## General

### Build Cost

50  Graphite
150  Thorium
100  Silicon
40  Phase Fabric

## Input/Output

### Output

3x3 to 4x4 size blocks

The **Constructor** was a payload block in Mindustry. Cosntructors could construct small blocks up to 2x2 in size that were outputted through Payload Conveyors or be picked up using payload units like the Mega. From Build 136 onwards, it is no longer available on Serpulo and instead resides on Erekir.

## Large Constructor

The **Large Constructor** was a large version of the Constructor that manufactured blocks between 3x3 and 4x4 in size, but could not build anything smaller.

## Trivia

* Previously, the small Constructor was known as the **Block Forge,** an unused block in Mindustry V6 for payload testing, only accessible using debug mods such as DeltaNedas/dev-mode, the console or by plugins. It had a similar appearance to the Payload Unloader.

## Navigation

**Naval Support Units:**  Retusa -  Oxynoe -  Cyerce -  Aegires -  Navanax
**Payloads:**  Payload Source -  Payload Void -  Payload Propulsion Tower -  Payload Loader -  Payload Unloader -  Constructor -  Large Constructor -  Deconstructor
**New Blocks:**  Repair Turret -  Liquid Container
122

**Threat level:** Low

**Resources:** Copper, Lead, Sand, Coal, Titanium, Thorium, Scrap, Water, Oil

**Type:** Mission: Survive Waves

**Description:** Incredibly abundant in resources in just about everything except Copper. There's a single enemy spawn point with some weak air attacks.

## Trivia

* Sector 122 is the only Low level threat sector with Thorium.
* It is also the only Low level threat sector in the North Pole of Serpulo.
Core Database

The **Core Database** is a page in the game that contains information on all of the items, blocks, fluids, units, and mainline sectors that you have seen in-game. It is accessible from the main menu, the campaign, and custom games, although only in custom games the entire database will be visible.

It is important to check the descriptions of every new block, item, and unit that you research and unlock in order to get a sense of how to use them.

## Full Core Database

*This is the full core database seperated by planets, excluding any blocks accessible only in Sandbox, Sectors, and Status Effects. Click on each icon to access the item's page.*

* Serpulo
* Erekir
Coastline

**Coastline** is a landing zone survival sector on Serpulo. Like Windswept Islands, the sector is abundant with water, although it is in the form of a lake with coast all around it. It is an introduction to stronger naval units.

Accessing it requires the capture of Salt Flats and Windswept Islands, as well as having the Naval Factory and Payload Conveyor researched. Capturing this sector unlocks the Oxynoe for research.

## Tips

Early on, place Scatters around areas of power generation and factories to catch Flares and Horizons, while the lesser boats can be dealt with using Arc and Lancer. Manually mine as much as possible early-game if you are struggling to get a decent economy.

Thorium must be obtained around waves 10-15 as it allows you to build Fuses and Thorium Walls, which render any naval units completely useless.

Against the Aegires guardian, conveyors and power nodes in its lightning aura will be annihilated within a few ticks, meaning that you must have enough Fuses to burst through its 12000 health. Physical projectiles are useless as Aegires can simply evaporate them with its point defence weapons. Fuses along with some Plastanium Walls will delete it in seconds.

## Trivia

* Coastline takes the place of sector 108 from the V6 campaign.