recursal/Fanatic-Fandom huggingface dataset:
Sandstone 3/B-Side

## Overview

**Sandstone 3 B-Side** is the B-Side version of Sandstone 3. It introduces two B-Side mechanics: Amp Cubes, which add amplification to ores that move through it, and Damage Cubes, which chip away ore toughness. These new features, combined with the B-side modifiers and relocation of the Gold deposits in the level, make this level quite difficult to complete, requiring decent strategy and some brainstorming to complete.

## Description

The level's terrain is identical to that of Sandstone 3's, except with several notable differences. First of all, the Gold deposits that are normally located on the top of the sandstone structure are now dispersed around the lower layer. Additionally, there is an Amp Cube that moves in a fixed path around the level that gives x?.?? amplification to ores that pass through it, as well as a Damage Cube that removes ? toughness from ores that pass through it, also moving in a fixed loop.

## Tips

* The Gold deposits' new location means that you'll have to deal with building your factory in the lower, more cramped area of the level. Use your space wisely.
* The Amp Cube is helpful if you want to go for an amplifier-based strategy, but is hard to use consistently since it constantly moves around. You'll have to juggle between using the Amp Cube to its full potential or making the rest of your setup more efficient.
* The Damage Cube, although not a huge threat, should be generally avoided, since it can explode already-weakened ores and put a damper on your income flow.
Ores

## Ore Transformations

Certain ores also have the unique ability to turn into a different ore under certain conditions:

 Any 3 flaming ores

## Secret/Unused Ores

* Currently, there are two unused ores that are only obtainable from the **Mutator** upgrader. They are **Meat,** **Radium,** and **Chlorophyte**.

* An older build of the game mentioned ores that cannot be found currently, including: **Cobalt**, **Fluorite**, and **Slime**.

* The infuser can only be set to ores that exist in the games code. Alongside with all the ores in the table above, the infuser can also be set to **Cobalt**, **Fluorite**, **Slime**, and **Palladium**.
Geothermal Extractor

## Overview

> *"A thermal plate that extracts heat from the ground below it to upgrade your ores"* - In game description
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**Geothermal Extractors** are upgraders which add 20% fire multiplier and have a 10% chance to inflict burn to any ores that pass though. They can only function when placed on top of the ground or a building and will be inactive otherwise. They are found in basic packs in sets of 2 and have a rare rarity.

## Usage

   It is recommended to put Geothermal Extractors later in ore processing lines because of their chance to burn ores. They can be used to activate Thawers and Boilers but do not inflict burn reliably enough to use with the Blesser. Inactive Geothermal Extractors are still counted as upgraders by the Volt Box and counted as a harmful upgraders by the Shrine. Geothermal Extractors are one of the only buildings that are able to cook Meat ore, adding 0.04 base value per 1% meat. They can be used 4 times.

buildings
Cavern 2

## Overview

**Cavern 2** is a level that's unlocked at **6** level completions, alongside Cavern 1, Cavern 3 and TNT Storehouse. Like the other Cavern levels, this level takes place in a rocky cavern containing gemstone nodes, but you have little vertical space to work with. However, the gemstone nodes appear in slightly denser groups than the previous level, so it'll be easier to mass-produce gemstones. Cavern 2 is an indoor level, meaning that the Storm Tower cannot be obtained from packs. This level is roughly the same Difficulty as Cavern 1, but it depends on your normal playstyle.

## Description

Like every other Cavern level, this level is set within a rocky, uneven cavern with a low ceiling filled with stalagmites and stalactites. Various Ruby, Emerald and Sapphire nodes can be found throughout the cavern in small groups.

## Tips

* Due to the cave being no higher than 3 blocks tall at any point, vertical upgraders like Droppers aren't recommended.
Multiplier

## Overview

>  *"A versitile upgrader that can be used in free spaces in your setup up to 3 times."* - In game description
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The **Multiplier** is a conveyor that adds 15% amplification when an ore passes through itself. It functions similarly to the Polisher. It is found in basic packs and has a rare rarity.

## Usage

Multipliers are used to increase amplification on ores. Since it has no edges, they can be used to turn. Multipliers are best used with powerful upgraders like a Shrine or a powered up Volt Box. Multiplier, Polishers and Droppers are the only upgraders which have a use count that is not a multiple of how many are obtained per pack. Multipliers can be used 3 times.

buildings
Spring Gate

## Overview

>  *"A delightful tree with an upgrader built in. It uses the power of spring to grow young ores big and strong."* - In game description
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The **Spring Gate** is a Seasonal Gate upgrader that increases purity and base value on ores as well as giving 20% plant multiplier. Ores with materials that have less than 60% + (30% \* amplification) purity will have those materials set to that purity. Ores with less than 1 + (0.4 \* amplification) base value will have their base value set to that amount. Like the other seasonal gates, ores will get a stacking 30% amplification boost on all later seasonal gates that they pass through. The Spring Gate is unlocked in the Mystery Item Giver. Once unlocked, it is found in basic packs with a rare rarity.

## Usage

The Spring Gate has the potential to be very powerful in certain setups. In setups that rely on the Spring Gate, it's best to use the Autumn Gate, Summer Gate and Winter Gate first to maximise the amplification boost. Beehives consider the Spring Gate as a plant based upgrader. The Spring Gate can only be used once. In V1.6, the Spring gate does not give any plant multiplier, likely due to a bug.

buildings
Waterfall 1

## Overview

**Waterfall 1** is a level that's available at **9** level completions, alongside Waterfall 2, Waterfall 3 and Lava Cavern 1, 2 and 3. It introduces water as a terrain feature, which extinguishes burning ores that pass through it. The level takes place in a cavern cluttered with stalagmites, stalactites and other terrain, and includes Ruby nodes whose ores gain value with status effects. It's recommended to complete the Cavern levels beforehand, so you have some practice with building in tight terrain. Overall, this level's terrain is difficult to work with but is offset by the water mechanic and Ruby deposits.

## Description

This level is a tall, rocky cavern filled with stalactites and stalagmites, with a small river flowing through the middle and out the sides of the cavern. Several Ruby nodes are scattered around the walls.

## Tips

* The obstructive terrain here is comparable to that of the Cavern levels and can be hard to work with, so plan ahead and don't work yourself into a corner.
* Rubies have high base value and gain even more value when receiving status effects, so grab upgraders that inflict them (ex. Flamethrowers inflict burn) for maximum value.
	+ Purifiers can help improve this effect, letting your ores gain even more value.
* The river that runs through the level can extinguish flaming ores and holy fire(unconfirmed), so take advantage of it if you can.
Pipes 1

## Overview

**Pipes 1** is a level that's unlocked at **15** level completions, along with Pipes 2, Pipes 3 and Pipes 4. As the name suggests, the level consists of copper pipes that connect to cavernous areas. It's recommended to have completed some of the Cavern levels beforehand, as you'll be dealing with chaotic terrain and cramped spaces. Overall, the level is relatively simple but still difficult to manage due to the tight building space.

## Description

This level consists of a 2x2 copper tunnel that forms a loop, with part of the loop being elevated 2 blocks high. Parts of the loop are exposed, revealing two cave-like areas with rugged terrain and an overhead "sky".

## Tips

pls add more tips k thx

* Due to the limited space in the pipes, avoid vertical upgraders like Droppers or machines that insist on taking up extra space like Steamers.
* Although this doesn't directly impact your factory's performance, avoid blocking off parts of the pipes, as this will make problems you encounter harder to diagnose.
Altar

*This article is about the building. For the built-in counterpart of this building in Tundra 5, see Altar (Tundra).*

## Overview

> *"A mysterious altar that can be used to sacrifice ores for rewards."* - In game description
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The **Altar** is a building which provides Shields to ores that pass though it in exchange for sacrificing every 6th ore that passes through it. It is one of the only ways to guarantee a shield onto your ores. Shields provide protection from death once and keep ore's stability or toughness at 0.1 or 1% respectively if they would die from lack of either. Altars are unlocked from the Mystery Item Giver, and once unlocked can be found inside Advanced Packs with an advanced rarity.

## Usage

The shields that Altars provide can be useful for Combustor or Lukki Crate setups where your ore could avoid death and reach the end of your setup. It may also be useful for people whose ores are always dying from other machines, however it is not recommended to use the Altar to prevent ore death from fire as it does not cure it of its burning once the shield pops, and after the ore will die from fire since the shield will leave it at 0.1 stability.

It should only be used inside setups with ores actively dying as it will cause a loss in profit otherwise. Can be used once.

buildings
Polisher

## Overview

>  *"A versitile upgrader that can be used in free spaces in your setup up to 3 times."* - In game description
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**Polishers** are upgraders which add 15% multiplier to ores that pass though up to 3 times. They are one of the only upgraders without edges which means that they can be used while turning corners. They are found in basic packs in sets of 2 and have a rare rarity.

## Usage

Polishers are used to increase multiplier on ores. Since they have no edges, they can be used while turning corners. Polishers, Multipliers and Droppers are the only upgraders which have a use count that is not a multiple of how many are obtained per pack. Polishers can be used 3 times.

buildings
Furnace

## Overview

>  *"Sells ores that enter it."* - In game description
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**Furnaces** are buildings that sell ores. Dropping ores into the furnace will sell them for their total price (base value times multiplier). Furnaces are unlocked from the start and found in the starting inventory of all levels with a common rarity. Additional furnaces can be acquired in basic packs.

## Usage

Furnaces are used to get $ from ores. An additional use for furnaces is giving the Volt Box a 0.2 multiplier boost. The Vat is a direct upgrade to the furnace which has additional benefits at the cost of needed to insert ores from above.

buildings
Elements

## Overview

There are many different elements which can affect ores in a different way while adding multiplier.

Certain **upgraders** give elemental multipliers, such as fire, electric, holy, plant, ice, or dark. These special multipliers have unique benefits for certain ores and other upgraders. Do note that not all ores have an effect when hit with an elemental multiplier, and if so, it will still get the multiplier but no special reaction.

## Elements and Upgraders

The elements currently in the game are plant, electric, holy, dark, ice, and fire as of V1.2.

### The ores affected by each element are listed:

```
Electric - Adamantite, Copper, Tourmaline

Ice - Silver, Ice

Fire - Adamantite, Sunstone, Basalt

Plant - None (Chlorophyte, but only obtainable from Mutator)

Dark - (Unknown when ore will be added)

Holy - (Unknown when ore will be added)

```

Note that quartz gets a one-time boost to the first of each element it receives.

### The upgraders which add each element are listed:

```
Electric - Blaster, Storm Tower, Volt Box, Zapper, Lukki Crate

Ice - Blaster, Thawer, Gumballinator, Cooler, Geyser, Winter Gate, Lukki Crate

Fire - Blaster, Gumballinator, Geothermal Extractor, Oven, Summer Gate, Overclocker, Lukki Crate

Plant - Gumballinator, Planter, Garden, Spring Gate, Beehive, Lukki Crate

Dark - Eyemaster Contraption, Autumn Gate, Graveyard, Lukki Crate

Holy - Blesser, Bell, Sparkler, Autumn Gate, Lukki Crate

```

Note that the Diversifier applies a single 30% multiplier that is considered every element. Additionally, the Hexer and Overclocker add dark and fire elements to the next upgrade, respectively.
Badges

## Overview

**Badges** are special achievements gained after hitting certain milestones, completing certain levels, or doing certain tasks. They are a fun goal to work towards and some may be more difficult than others. They may also reward special items in-game. Badges are announced in chat once a player is awarded with a badge.

Here are all the current badges:
Lava Cavern 3

## Overview

**Lava Cavern 3** is a level that's available at **9** level completions, along with Lava Cavern 1, Lava Cavern 2 and Waterfall 1, 2 and 3. Like every other Lava Cavern level, this one features lava that burns all ores that pass above it. This level also includes Malachite and Sunstone deposits, which are valuable and can easily mitigate the effects of fire. Overall, this level isn't that hard compared to the other Lava Cavern levels and can be completed with some effort and thinking.

## Description

Like the other Lava Cavern levels, this one is set in a large, spacious cavern with relatively even terrain and minimal obstructions. A large lava pool takes up the middle of the level, and Sunstone and Malachite deposits are scattered near the edges of the map.

## Tips

* The Malachite and Sunstone deposits contain ores with higher base value(confirmation needed) and should be the center of your factory. Make good use of their regenerative or resistive properties as well.
* Otherwise, you can just play this as a regular Lava Cavern level, since they all share basically the same features and terrain, just rearranged a bit.
Lukkiko

This article is in need of a **clean-up.** You can help out Mini Megafactory Wiki by re-organizing parts of the article, checking grammar and spelling, and doing other helpful things to correct the article.
* Reason: Source mode is very messy, why is the templates for color not used here?

## Overview

> *"Lukki's favourite game." -* In game description
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**Lukkiko** is a gamepass upgrader costing 100 Robux to purchase. It upgrades ores if 2 or more are stacked horizontally and ore is inputted through its top, and will only upgrade ores if it is at least 2 blocks tall. When ore is inputted, it turns the ore into a sphere, keeping all of it's previous properties. It returns to it's original cube shape once it exits the Lukkiko. However, even if it is not 2 blocks tall it can still count as horizontally stacked upgraders, which can help the machine eliminate undesired outcomes. The stack height of the Lukkiko will always be the height of the lowest connected Lukkiko. They are found in sets of 6 from Basic Packs with a rare rarity once the gamepass is bought.

## Usage

Lukkiko machines have to be aligned horizontally to maximize their potential, with at least one stacked up to 2 tiles tall to receive an upgrade. They gain more potent upgrades the taller they are stacked. When ore is dropped into the top, it turns ores into balls and returns them to cubes once the ore exits.

**Assume 'y' is total stack height minus 1.**

If the ore lands in - Toughness Damage -, the ore's toughness will be damaged by 0.5 \* y.

If the ore lands in + Multiplier +, the ore's multiplier will be increased by 0.14 \* y.

If the ore lands in + Base Value +, the ore's base value will be increased by 0.1 \* y.

If the ore lands in - Fire -, the ore will be set on fire. Is not affected by stack height.

If the ore lands in + Shield +, the ore will gain a shield. Is not affected by stack height.

If the ore lands in - Stability Damage -, the ore's stability will be damaged by 0.14 \* y.

If the ore lands in + Luck +, the ore's luck will be increased by 0.15 \* y.

Each upgrade can be used once.

## Tips

* Lukkiko is a particularly space consuming upgrader, so make sure you have the space.
* Lukkiko pairs well with items that elevate ores, like Conveyor Ramps or Elevators. (Note for editing: Both of these do not have pages yet, so they will direct you to Buildings. If they ever get an page, change the link to their respective page.)
* Lukkiko, like the Lukki Crate, is very unethical. If you want to use this in a run, you should use ores that work particularly well with it's effects. (Rubies work well with the Fire and Shield (is that even an effect?) effects and shields aren't affected by height, so as long as you have the space it's basically a buffed Altar.

buildings
Boiler

## Overview

> *"An old boiler used in new operations!"* - In game description
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The **Boiler** is an upgrader which turns on for 30 seconds once when a flaming ore passes into it. It then steams and increases multiplier of any ore passing into the steam (or one tile on top of it) by 20%. They act kind of like self-functioning Sappers. Boilers are unlocked from the Mystery Item Giver, and once unlocked appear in sets of 5 from Advanced Packs with an advanced rarity.

## Usage

Boilers can be used with Elevators and Flamethrowers, transporting ores upwards once activating the steam and running upgraders/conveyors on top of the steam, or alternatively have one ore run through the entire system, however, that would not be space-efficient. Conveyor Ramps also work, but are slower and bigger. They can be used 5 times.

buildings
Geyser

## Overview

> *"A natural geyser that cools ore off with fresh water, beware of its dangerous eruptions!"* - In game description
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**Geysers** are upgraders which add 20% multiplier and have a 10% chance to put out flaming ores. After 1 second of upgrading the ore, the geyser will erupt and spew out 3 tiles high dealing 1.5 toughness every 0.25s for 2 seconds. Geysers are unlocked from the Mystery Item Giver and once unlocked can be found in Basic Packs with a rare rarity.

## Usage

(If someone could edit this, that would be great)

buildings
Blesser

## Overview

> *"A holy artifact that only leaves flaming ores unpunished."* - In game description
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The **Blesser** is an upgrader which can add up to a 40% multiplier to flaming ores that pass through and will gain the Holy Fire effect. To reach the max multiplier the ore will have to have the Holy Fire effect for 17s. Ores that have the Holy Fire effect cannot be destroyed from toughness reduction caused by it, but be wary that even though the ore cannot be destroyed, the
toughness can still fall to 0.1. Ores without the burn effect that go through this will be impaled with a Holy Nail that reduces toughness by 2. The Holy Fire effect looks like the normal burn but more yellow-whiteish. Blessers are unlocked from the Mystery Item Giver and once unlocked can be found in Advanced Packs with an advanced rarity.

## Usage

File:Placed Blesser.png
The Blesser should be used at the start of your setup so you can get the maximum multiplier. Of course, use a Flamethrower, Geothermal Extractor or Lukkiko before using the Blesser. However if you have toughness-reducing machines, you should refrain from using the Blesser early on since your ore will most likely die from toughness loss unless you use another building that increases toughness.

Geothermal Extractors aren't as useful since they're only a 20% chance to get burned, which could lead to the ore receiving the Holy Nail debuff. Coolers can't get rid of the Holy Fire effect. The Blesser can only be used once>.

buildings
Sandstone 2

## Overview

**Sandstone 2** is a level that's unlocked at **2** level completions, along with Sandstone 1 and Sandstone 3. This is similar to Sandstone 1, with more sandstone terrain on the plot and the addition of Gold deposits, which produce Gold at a slower rate when mined by Drills. It's recommended to complete Sandstone 1 beforehand, since it'll help you get familiar with building on terrain. Overall, this level is more difficult than Sandstone 1 but still shouldn't take too much effort.

## Description

Like all the other Sandstone levels, this level is made up of a standard 7x7 dirt plot with sandstone terrain on top. The terrain consists of a large sandstone wall taking up one side of the plot and a shorter, flatter surface occupying about half the remaining ground space. Gold deposits can be found in a hole in the sandstone wall.

## Tips

* Gold is a valuable ore that gains base value in relation to its size, so upgraders that do just that (ex. Purifiers and Mutators) will be helpful to use. Avoid size-reducing upgraders like Sanders and Compressors to get the most value out of your ores.
* This can be played the same way as you would for Sandstone 1, although the additional terrain may hinder your progress.
* Playing this like an Empty Plate level is not recommended, as there's not as much ground space to work with. (second opinion requested)
Pearl Infection/B-Side

## Overview

**Pearl Infection B-Side** is the B-side variant of the Pearl Infection level. It features Clover Fields, which give ores luck. Overall, this level isn't notably harder than the original and should be manageable as long as you have the right strategy.

## Description

The level is similar in appearance to the regular Pearl Infection, with the only notable difference being that the Pearl crystals are taller, further obstructing your limited space. There are also three Clover Fields that each give 0.4 luck once.

## Tips

* You can play this level the same way you would play the regular Pearl Infection, but keep in mind that your space is much more limited than before.
* Chance-based upgraders such as Gamblers and Lukki Crates will perform better in this level due to the presence of Clover Fields. Feel free to use them, but keep in mind that Pearls shatter from taking any level of toughness damage.
Vender

## Overview

>  *"An old vending machine rescued from the offices before they were refurbished."* - In-game description
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 File:Inventory Vender.png
The Vender is a building styled like a vending machine that gives one Flask every 30 seconds. Flasks are a manual upgrader that can give multipliers and some special effects in a specific radius. The gamepass costs 100 Robux.

The Vender can also give the player a Cribblefruit, which works like a flask.

## Usage

Venders can be placed in extra spaces and can be moved, so this is an extra upgrader that indirectly gives upgrades with Flasks. This is great if your not willing to waste any cash and want to gain more even if you yourself give it manually. The fact that Ice Flasks can also put out fire and other flasks can give a status, this machine seems really great at completting Status Chaos. You can also get a Dark Flask, a flask required to have the Mysterious Key badge, so Venders can make it more easier to get the badge and having to skip an extra step for a simple building.
Dropper

## Overview

>  *"A tumbling hopper that gives ores a sweet upgrade on the trip down."* - In game description
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**Dropper** are upgraders which add 12% multiplier to ores that fall into them. They need at least 3 tiles of height to be used, 1 tile on top to drop the ores in and 1 tile on the bottom to get the ores out. They unlocked from the start and found in basic packs with a rare rarity in sets of 2.

## Usage

Droppers upgraders that need a lot of height and tend to spill ores. When using them, it is best to drop ores directly into a furnace or use Ladders to keep them from flying away. Droppers, Polishers and Multipliers are the only upgraders which have a use count that is not a multiple of how many are obtained per pack. Droppers can be used 5 times.

buildings
Platform

## Overview

> *"Can be used to help bridge gaps."* - In game description
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**Platforms** are a common item that can be stood on by players. Ores on top of platforms also do not get despawned. Platforms can be found in sets of 5 from Basic packs with a common rarity.

## Usage

Platforms can be used to bridge gaps. They can be used in Tundra 5 to catch chests dropped by the Altar.

buildings
Combustor

## Overview

> *"A dangerous upgrader that combusts the insides of ores to make them worth more."* - In game description
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The **Combustor** is a building which increases ores base value by 0.2 and multiplier by **30%**, at the cost of 4% stability and 1 toughness. Furthermore, 1/7 ores (can be altered with luck) that pass through a combustor will explode (exceptions being obsidian). However, combustors are a very unique building as they are one of the only upgraders that can be used **infinitely**. This opens up many strategies and use-cases to optimize your factory and acquire high-value ores. Combustors are found inside Basic Packs with a rare rarity in sets of 2.

## Usage

Before passing ore through Combustors, it is better to give those ores luck as it will have a chance to reroll negative outcomes (e.g. Combustor exploding ore) at a chance of its percentage Luck. Use buildings like the Shrine or Lukkiko to guarantee luck onto ores before passing them through to reduce chances of explosions.

After explosions, the main limiting factor of combustors is their 4% stability and 1 toughness removal per upgrade. If this is managed correctly, the combustor has the potential to give your ores a lot of value, considering the high multiplier AND base value increase.

## Strategies

One of the more popular strategies is **Combustor Looping**, where an ore (typically an alloy with malachite, steel, and obsidian) is repeatedly looped through combustors with a Stability Sorter or a Looper. This allows you to repeatedly apply the effects of the combustor onto your ore, and the ores get sent off when they are at risk of exploding (Stability Sorter) or after a set amount of loops (Looper).

buildings
Eyemaster Contraption

## Overview

>  *"An anomaly plucked from the depths of the void to be used as an upgrader."* - In game description
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The **Eyemaster Contraption** is an upgrader which adds 4% multiplier and removes 0.25 toughness from ores up to 8 times. Once an ore is upgraded all 8 times, it regains 3 toughness for a net gain of 1 toughness. The Eyemaster Contraption is unlocked from getting the **100% Eyemaster** badge in Minus Elevation. Once unlocked, it can be found in basic packs and has a rare rarity.

## Usage

The best way to use the Eyemaster Contraption efficiently is by wrapping it with conveyers so that ores move to all 8 of the tiles surrounding it for a total multiplier of 32%. If an ore is brought to 0 toughness by the Eyemaster Contraption, it will explode. The Eyemaster Contraption can be used to explode gravel ore which has exactly 2 toughness.

buildings
Infestor

This article is in need of a **clean-up.** You can help out Mini Megafactory Wiki by re-organizing parts of the article, checking grammar and spelling, and doing other helpful things to correct the article.
* Reason: Usage section needs to be rewritten. Is it 11 upgraders or 100% multiplier?

## Overview

> *"This wild spore has taken over an upgrader and infused with its own chaotic power."* - In game description
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The **Infestor's** Upgrade is applied once spore is fully grown. Spore requires 100% multiplier (from other upgraders) to grow. The total amount of upgraders needed is 11. Once it grows, the spore disappears, increases the ore's multiplier by 25% and has a chance to give the ore white or red sparkles. Ores with a spore which are set on fire or vice versa will explode. When an ore loses its spore it has a chance to either give a shield, give sparkles effect, or give +2 toughness. Infestors are found in Advanced Packs with an advanced rarity.

## Usage

Obviously, you should try and get this at the beginning at your setup so you can get the 11 upgraders in. If you do this, make sure no upgraders that can give burn effect are in those 11. If you for some reason cant put infestor at your first 11, then you should just avoid burn effect upgraders until the spore would be removed.

buildings
Altar (Tundra)

*This article is about the built-in structure. For the building, see Altar.*

See also: Tundra 5

## The Altar

**NOTICE: This section is incomplete due to a lack of reliable information. Please correct any inaccurate or incomplete info you see in here.**

The Altar is a 3x1x2 black stone slab, with various designs etched onto all of its faces. The Altar also changes appearance depending on the ores that pass above it, with the designs on its top face emitting a small glow when given an ore it is compatible with.

When an ore that is compatible with the Altar passes directly over it, the ore is sacrificed to the Altar, which produces a different reaction depending on how satisfied the Altar is with the ore. There is a short cooldown before another ore can be sacrificed. Although the exact ore conditions the Altar is satisfied with is largely unknown/unconfirmed, the following conditions serve as a general guide on what ores are compatible with the Altar:

* The ore is a Silver ore
* The ore has a high ice multiplier
* The ore has a Sparkles effect
* The ore has high luck or has been given a luck-related effect
* The ore has high base value
* The ore is in the shape of a skull (any ore has a small chance of this happening)

**Note: Some of the conditions listed above may be grouped as one condition in-game despite being listed as separate ones. More confirmation is needed on this matter.**

There are also ore conditions that the Altar dislikes, although it's currently unknown how these conditions influence the result (possibly it cancels out one of the positive conditions). As of now, upsetting the Altar does nothing:

* The ore is burning or has a high fire multiplier
* The ore has a low stability value

When an ore that meets at least one of these conditions is sacrificed to the Altar, one of the following events can happen, depending on the number of conditions the ore fulfilled:

* 1 Condition: The Altar produces a puff of steam, nothing happens
* 2 Conditions: A treasure chest falls from the sky, accompanied with a message on the screen that says "The altar is pleased".
* 3 Conditions: 2 treasure chests fall from the sky, accompanied with "The altar is very pleased".
* 4+ Conditions: Unknown

These treasure chests can be opened to reveal random items, which will automatically be deposited into the player's inventory. The chests will usually contain flasks, although they can also contain ice tablets, which hint at the Altar's usage. There are currently 3 ice tablets that can be obtained from chests.

### Ice Tablets

Main article: Ice Tablet

Ice Tablets are items that come from treasure chests that give information on what the altar likes or dislikes. There are currently 3 versions in the game, the first version having less text and the amount of text will increase per version, revealing more conditions for the altar's likes and dislikes
Tutorial

## Overview

The **Tutorial** is the only level that's available when players join the game for the first time. It's the shortest level in the game, with only 5 item packs compared to the typical 21. The Tutorial serves as an introduction to the game's mechanics and lets players practice building factories before they get into the main levels. When players join the game for the first time, the Tutorial will already be in the save slot. Overall, it's a very quick and easy level, as expected of an introductory stage.

## Description

This level is almost identical to the Empty Plate level, with the addition of a model resembling a Drill, Conveyors and a Furnace, which acts as a guide on placing buildings for new players.

## Tips

* Come on, you don't really need help for the tutorial, do you? If you're seriously at a loss on what to do though, take a good look at the item descriptions and figure out how you can fit them in your factory. The first few packs tend to come by slowly, so be patient (and this applies to basically any level).
Toughener

## Overview

> “A technologically advanced item that infuses materials into ores, not players.” - In game description
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**Tougheners** are buildings that increases toughness. When an ore is sent, the Tougheners will “spear” the ore and adds 0.5 toughness every second. Tougheners can increase toughness up to 30 seconds. If a new ore is sent and the process is not done, it will “plug” to the new ore.
Vat

## Overview

> *“An alternate furnace that melts fragments of processed ores into something new."* - In game description
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**Vats** are buildings that sells ores and create new ores. Exactly like the Furnace, Vats can sell ores. It can also create a new ore from 10 ores sold in the Vat. Vats are unlocked from the Mystery Item Giver. Once unlocked, Vats can be found in advanced packs and have an advanced rarity.

## Tips

* It's good to use Compressors or Sanders to make the Amalgam more smaller and to fit most narrow upgraders, like Gumballinator or Shrine.

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Adamantite Infection

## Overview

**Adamantite Infection** is a level that's available at **13** level completions, alongside the Lab. It features Adamantite, which has a chance to upgrade other ores when given an electric or fire upgrade. Overall, it's a pretty simple level to complete, with no special terrain or gimmicks other than the Adamantite deposits.

## Description

This level consists of a simple 7x7 dirt plot, with groups of Adamantite deposits near the edges of the plot.

## Tips

* When passing through electric or fire upgraders, Adamantite has a chance to spawn an electro orb that upgrades ores that pass through it. Chain as many electric and fire upgraders as you can (ex. Zappers, Geothermal Extractors, Volt Boxes, etc.) to max out Adamantite's upgrading potential.
* This level is very similar to Copper Infection, since Copper and Adamantite have effects that upgrade nearby ores when given a specific elemental upgrade.
Nitro Loader

## Overview

>  *"A dangerous machine that injects nitro into ores for an explosive boost."* - In game description
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The **Nitro Loader** is an upgrader that adds 35% multiplier, increases explosion radius by 50% and causes ores that pass through it to chain explosions. The Nitro Loader is unlocked in the Mystery Item Giver. Once unlocked, it is found in Advanced packs with an advanced rarity.

## Usage

The Nitro loader is a decent Advanced upgrader. It can be used with gravel to increase its explosion radius to give more ores gravel status. If it is used for ores other than gravel, it is recommended to put it near the end of the setup so that ores cannot be destroyed in a massive chain explosion. The Nitro Loader is good for tnt Warehouse where a single explosion would already lead to an instant loss. It can only be used once.

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Crystals and the Mystery Item Giver

## Overview (Crystals)

Crystals are a type of currency obtained when completing a level for the first time. They may not be obtained by beating a level you've already completed.

Crystals have no currency images associated with them, so it is unclear what they look like. However, a valid assumption is that the crystals you use to enter the level are the crystals you obtain when the level is cleared. (I'm not actually sure if this is known interpretation of crystals, could somebody edit this when done?)

Currently, the only use for Crystals is the Mystery Item Giver.

## Overview (Mystery Item Giver)

The Mystery Item Giver is an object that can be found in the lobby where you spawn in. It is a transparent spinning cube with white outlines and a question mark encased in the center. The box it is in looks like an item due to it's cube nature (and because the grid is cube like). It has (pipes?) running along it's sides. They connect to the wall and seemingly go nowhere.

## Use

To use the Mystery Item Giver, you must have 1 crystal. When used, it will give an Unlock Pack with a hand of 2. Each card has 1 item, with the name of an unlockable item. If you do not know which item to get, you can check their descriptions by hovering over their names. Once you unlock an item, it will appear in packs. You can check what pack it will show up in here.

Do not leave during this state, otherwise your crystal will be wasted but not the item pack. What I mean by not item pack is that you can still buy an item from the mystery item giver even with 0 crystals if you did this, I only know that you can buy it once when you do this but I don't think it will work for multiple.
Zapper

## Overview

>  *"An inefficient zapping device with high upgrade potential. Adds 10% electric multiplier."* - In game description
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**Zappers** are upgraders which add 10% electric multiplier to ores that pass though. They are found in sets of 5 from basic packs and have a rare rarity.

## Usage

Zappers are used to increase multiplier on ores. Zappers can be used to activate the abilities of Copper and Adamantite. Placing a zapper behind a Blaster will change the blaster's multiplier to electric. It can be used 15 times.

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Items with z-fighting Issues

## Items with z-fighting on their bottom.

There are many items with z-fighting on their bottom: Blaster, Combustor, Compressor, Geothermal Extractor, Infestor, Laser, Mutator, Polisher, Sander, Shrine, Splitter, Steamer, Substance Scanner, Terrain Scanner, Thawer, Top Value Scanner, Value Scanner, Volcano, Volt Box, Zapper. This list is not complete.

## z-fighting on other sides

The Oven has z-fighting on its left and right side if it is placed right next to a wall.
Copper Infection/B-Side

## Overview

**Copper Infection (B-Side)** is Copper Infection's B-Side level variant. It features a machine that adds amplification to Copper ores on your plot when fueled with Coal. With the additional obstructions and mechanics, as well as the B-Side level restrictions, it's decently harder than the regular Copper Infection, but can be completed with some strategy and patience

## Description

This level is similar to Copper Infection, except with the presence of Coal deposits and pipes with ore inputs, which require Coal ore, around the edges. In the middle of the plot is a machine that resembles a tesla coil or generator, which zaps Copper ores at regular intervals, adding x0.2 amplification to them. Additionally, the coil requires Coal as fuel inputted into the ore inputs beside the pipes, although it's unknown how much is needed and at what rate, and whether inputting more Coal has any additional effects.

## Tips

* It's recommended to have a good grasp on how the amplification mechanic works before attempting this level so you can take advantage of its mechanics well.
* Although you can follow Copper Infection's strategy for the most part, the tesla generator and Coal inputs add another layer of complexity. One potential strategy is to maximize the distance between your Drills and upgraders in order to get the most out of the generator's ability.
* Since this is a B-Side level and you're capped at 3 Drills, think about which ores you will delegate them to. Ideally you should have one Drill fueling the generator with Coal while the other two produce Copper, although you can just assign all three to mine Copper or Iron.
Ladder

## Overview

>  *"Can be placed to help access higher levels."* - In game description
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**Ladders** are buildings in Mini Megafactory. They can be climbed by playes. Ladders are unlocked from the start and are found in sets of 5 from basic packs with a common rarity.

## Usage

Ladders can be used to help the player climb upwards in vertical maps. They can also be used as conveyor rails to keep ores from escaping.

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Mysterious Key

## About

The Mysterious Key badge is a special badge to receive a Midnightballer Plushie in Vanilla Deluxe's other game, Minus Elevation. This page is an instruction page on how to complete the badge, and also explains the details of it. *Minus Elevation players, this will be a helpful guide on how to get the Midnightballer Plushie. It will take long to reach Tundra 5, but this will be worth it.*

## Instructions

You need to be playing on Tundra 5 for this badge, so please make sure you are playing the correct map.

### Buildings Lists

The core buildings you will need for this strategy are:

* Buildings ideal for exploding gravel
	+ 2 Combustors
	+ Infestor and Flamethrower
	+ More than 3 Compressors
* 1 Amplifier
* 1 Gumballinator
* 1 Shrine
* *Sparklers*
* At least 10 Elevators
* 1 Material Sorter
* Enough Upgraders that can reach x5 Multiplier

### Starting Tundra 5

Create drills, and upgrade your ores with Shrines or Sparklers. Then, sacrifice your ores to the Dark Altar. The Altar will give you a treasure chest if you're lucky enough. Wait until one of the chests gives you a Dark Flask at least 2 or 3 times, for the next big step. But first, wait for all the other buildings that you need to appear in packs. Also wait for some big upgraders like the Bell, then your ready for the hardest to pull off step.

### Getting the Key

Drill up a bunch of gravel in the middle platform, and explode it in any way. Explosions with 2 Combustors are the most recommended as it adds base value. Then, use Elevators to travel upwards and go in the height level as the surface of the Altar. Then, upgrade all your ores until you see an Adamantite Ore cost 10$. Then, material sort Adamantite Ore into a lane where an Amplifier is placed right before a Gumballinator, causing the ores go be hooded. Hooded ores happen when you have more than x1.5 amplification before a Gumballinator. Then, right before the Hooded Adamantite Ore gets sacrificed, use the Dark Flask and time it perfectly before it gets sacrificed, and you should have the key in a treasure chest.

### Using the Mysterious Key

You need to navigate to the part of the road where there is a truss for you to climb. The truss is located if you go left to the road. Climb it, and navigate to a special part of the map with a big door and the sign that says "coming soon". Use the Mysterious Key to open the door, and jump inside when you see the door has opened. It will be a little bit dark, but it will be easy to navigate to the big statue of Gumballer.

Once you find it, find the Dark Altar and Pray to Gumballer. If you do it right, you get built up with red particles and an Oculus laser will shoot at you, with much similarity to the Eyemaster Contraption lasers. Then, you will have successfully gotten the badge, and you can receive the Midnightballer Plushie right behind a teleport to Mini Megafactory upstairs.
Tundra 2

## Overview

**Tundra 2** is a level that's available at **15** level completions, alongside Tundra 1, 3, 4 and 5. It features many of the same mechanics as Tundra 1, such as Ice deposits and geysers that upgrade ores, as well as an upgrader that applies an ice multiplier to ores that are dropped through it. Overall, the difficulty of this level is close to that of Tundra 1, although the reduced variety of available ores makes the level harder.

## Description

This level is similar in appearance to other Tundra levels, consisting of a 9x9 ice-covered plot with rocky terrain on top. Geysers occasionally appear from the ice, applying varying ice multipliers to ores that pass above them while they're active. Like Tundra 1, Tundra 2's terrain consists of two distinct layers, although they're closer and much higher off the ground, with the upper layer containing groups of Ice deposits. Connecting the two levels is an ice tunnel/slide, which adds a 20% ice multiplier to ores that are dropped through the top, depositing them out the side of the tunnel.

## Tips

* This level is more or less identical to Tundra 1, although your available strategies this time around are limited due to the lack of ore deposits.
* It's a good idea to incorporate the ice slide upgrader into your setup, although ores that come out of it can get launched a good distance, and in multiple directions. Clear some space around the upgrader and create a net out of Ladders or Elevators to prevent ores from tumbling off your conveyors.
Erupting Volcano

## Overview

**Erupting Volcano** is a secret level that can be accessed after completing Pipes 1, Pipes 2, Pipes 3 and Pipes 4. This level features a volcano that erupts 10 minutes after starting the level. The level must be completed before 10 minutes are up, indicated by a large, ominous timer behind the volcano, or else the volcano will violently explode and wipe your save, similar to TNT Storehouse. As compensation, however, the cost for packs is significantly reduced and the completion requirement is lowered. Completing this level will award a badge, as well as the Volcano item. Overall, the level is very difficult to complete in the first try, although with some practice and planning it can be done.

## Description

The level is a basic 7x7 dirt plot, with a large volcano taking up a majority of the plot, covering everything but the outer edges. A large board with a 10-minute timer stands a short distance away from the plot, with red lights that flash when 1-2 minutes are left on the timer.

### Location

**SPOILER ALERT: Please skip this section if you want to find Erupting Volcano's location for yourself!**

In order to access Erupting Volcano, you must first complete Pipes 1-4, then pull down the levers beside each one in the lobby. Once all 4 levers are pulled down, the lava will be mostly drained, revealing an entrance at the bottom near Pipes 2. The level will be past the entrance, along with an obby featuring rising and lowering lava.

## Tips

* Rule #1: **Don't waste time**. Try to minimize the time you spend choosing packs and rearranging your setup. If you can't come to a decision, pick a random choice and roll with it.
	+ If you're struggling to figure out how to fit a particular item in your factory, just give up and wait for the next pack so you can expand your options.
		- On a similar note, avoid machines that have complicated uses, such as Boilers or Steamers, as you'll likely blow most of your time on fitting them into your setup.
* Rule #2: **Don't panic**. Due to the time limit, this level can make you panic. Try not to panic as panicking can sometimes make you mess up with your placement and setup.
* Having a planned strategy beforehand helps, but improvisation is just as useful, if not more. Every run is different, so never expect to stick to the plan.
* Since the only available ground space is no wider than a single tile, get Elevators as soon as you can so your setup can run at maximum efficiency.
Gumballinator

## Overview

>  *"A legendary cryptid from the void. Ores passed through are turned into red, green or blue gumballs depending on their color. Each color has a different effect." - In game description*
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The **Gumballinator** is an upgrader which turns ores into colored gumballs depending on the ore's color. Red gumballs get a 25% fire multiplier with a 20% chance to gain burn status. Green gumballs get a 20% plant multiplier with a 5% chance to gain green sparkles which increases luck for a few seconds. Blue gumballs get a 20% ice multiplier with a 50% chance to extinguish fire. The gumballinator is unlocked from getting the Gumballer Encounter badge in Minus Elevation. Afterwards, it can be found in basic packs with a rare rarity.

It will also hood ores with 1.5x amplification *(verify)*, except for the Beryl ore which would be hooded with or without amplification and would give a badge.

   ^ This is just a visual change within the ore, only some ores have a unique interaction with this hood. *(verify)*

There is a special interaction when beryl is passed through the Gumballinator, you will get the "Mysterious Being" badge and the hooded beryl will say a phrase. (please put some examples,)

## Usage

The gumballinator is a decent upgrader with its 20-25% multiplier. It synergizes well with the laser, which can copy the burn status to other ores, it also helps with centering ores into the laser's beam. Currently, the gumballinator is one of the only way to get the green sparkles status without a gamepass. It is recommended to be careful when putting large ores though at as it is quite narrow. The gumballinator can be only used once.

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