recursal/Fanatic-Fandom huggingface dataset:
Crawler

The **Crawler** is a Tier 1 Ground Unit made in the Ground Factory using 8 Coal and 10 Silicon. It explodes when attacking a target, killing itself in the process.

Crawlers can be upgraded into Atraxes through the Additive Reconstructor either directly, through a Payload Conveyor, or by being dropped into one through units with playload such as the Mega.

## Strategies

### **Against**

Because Crawlers cannot do damage over time, they are typically encountered in large quantities with added bulk from bonus shields. Small rushes in the early game are cheesable by placing Junctions in front of them, forcing them to detonate. Alternatively, diving into them with your Core Unit is also feasible as you will be quickly revived at your core anyway. Large swarms are to be countered in the same way as other tier 1 units, with long-range splash damage turrets like the Ripple to make sure they detonate prematurely.

### **For**

In the campaign, you do not have the unit capacity needed to storm an enemy base with a massive Crawler attack. The very short range also allows turrets that can quickly take down Crawlers such as Arcs to destroy them. They also cannot move through a completely walled base and any cheap fodder blocks such as Junctions can force them to detonate, especially with Polys that can rebuild fodder blocks. Nova and Flare are better T1s to use and T2s are not that hard to get in the early-game. The most useful way to use crawlers is to upgrade it to more powerful units.

Loading up the crawlers with Blast Compound can improve their damage output as the resulting explosion deals enough damage to destroy a Core: Shard in 2 detonations while giving them Spore Pods or Pyratite allow their explosions to start fires. However, due to their lower mobility compared to the Flare it's ironically a less effective unit for kamikaze tactics.

## Changes

 Version 6.0, unknown builds
	+ Old description: "A ground unit consisting of a stripped-down frame with high explosives strapped on top. Not particular durable. Explodes on contact with enemies."
	+ New description: "Runs toward enemies and self-destructs, causing a large explosion."
 Version 6.0, Build 120
 Version 6.0, Build 123
 Version 7.0, Build 127
* Weapon area damage increased (85 → 88).
 Version 7.0, Build 127.2
 Version 7.0, Build 128
 Version 7.0, Build 132
 Version 7.0, Build 136
 Version 7.0, Build 138.1
	+ Old description: "Runs toward enemies and self-destructs, causing a large explosion."
	+ New description: "*Moves toward enemy targets and self-destructs, causing a large explosion."*
8

**Threat level:** Medium

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

**Type:** Mission: Survive Waves

**Description:** Plenty of resources, but not much of Titanium, as a big reserve is behind enemy spawn points. The enemy has a single spawn point with air attacks.

## Trivia

* On the campaign map, it appears as a pentagon, instead of a hexagon. This also applies to sectors 0-11.
189

**Threat Level:** High

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

**Type:** Mission: Survive Waves

**Description:** Sufficient resources spread out over whole map, including 1 big oil puddle and 2 small ones. Enemy has single spawn point.

**Enemy Spawn:** Enemies spawn at the bottom (south) end of the map.
Biomatter

**Removed**
This page contains information that no longer applies to the current stable version of Mindustry.***Biomatter is not in the latest version of Mindustry - It has been replaced with the Spore Pod.***

Biomatter is a resource that can be used as fuel. It can be obtained by placing a cultivator on grass.
133

(T1-3)

Plenty of resources but extremely limited access to Sand and Water initially. No Scraps around to pulverize so you better have other Sectors supplying Silicon and Metaglass to 133 instead. The enemy has a single Air Factory set to Flare to destroy your Power Generators, along with the waves being mostly Air Units. It is recommended that this sector can be used as a Titanium and Thorium farming sector. You can drill approximately more than 8.6k of Titanium and 9.4k of Thorium per minute if you place drills everywhere. Then use Launch Pads to transport them.

## Strategy

A cheap way to conquer this sector is by using a combination of Daggers and Horizons. Maneuver the Daggers to outrange most of the defenses on the left side, use a full team of Horizon to bomb the problematic Ripple on the lower left corner, and destroy the Power Node in the Core complex as needed.

However, if you have T3 unit production, simply get a few Fortresses and flank the Core from the left side or take down the 3 Scatters next to the Core with Zeniths. You may want supplies from other sectors to deal with the Silicon demand of the factories.
Afflict

The **Afflict** is a turret on Erekir that requires power and Heat to run. It shoots a giant orb of flak that constantly sheds off damaging fragments to its sides as it moves.

## Bullet Details

* 35 damage
* -70% building damage (35 -> 10.5)
* Pierce
* Homing

20 frag bullets:
* 35 damage
* -70% building damage (35 -> 10.5)
* Pierce
* Homing

## Tips

The Afflict does not have the best power, but its prime advantage is that it is far too reliable and easy to set up. Two Afflicts receiving 9 heat units each are enough to handle groups all Tier 3 units and even some Tier 4 units with aid. The power upkeep for both the turret itself and the heating can be fixed with any power production that isn't a Turbine Condenser. Importantly, heat can be generated out of thin air using the Electric Heater, meaning that convoluted and long Duct lines are unnecessary.

The Afflict's range extends far past its shooting range thanks to the frag - this can be used against units such as the Quell or to fire pot-shots into enemy bases despite the building damage penalty. The frag and pierce also makes the Afflict an excellent anti-missile turret as they will prematurely expode on fragments.

## Trivia

* The Afflict is the only turret on Erekir which can hit ground targets without a building damage penalty, although this only applies to the main orb.
* Afflict has a research cost multiplier of 0.04.
3

**Threat level:** Low

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

**Description:** A small, barren sector with little to no resources. Despite the map menu indicating the presence of Water in this sector, there are only a few sources of Water in the south-west corner.

## Trivia

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

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

**Crux** is the antagonistic faction of Serpulo and the main opponent of the player faction, Sharded, on that planet. The campaign involves the player taking control of sectors that were previously under Crux's control. The Crux's main colour is red.

## Lore

Although the lore in Mindustry is unclear and open to interpretation, the definition of Crux and some in-game descriptions give insight into the faction's history. "Crux" means a central feature, which fits the theme of the faction being the prime faction on Serpulo. Due to how the player faction is named Sharded, it could be that Crux had to fight its way into dominating the planet in the inverse of the events in the campaign - the description of The Craters states that there were "old wars". As a result, the collapse of Biomass Synthesis Facility and Ruinous Shores is possibly due to past Crux-Sharded conflicts.

The true origins of the Crux are not known, nor are the reasons for building the Planetary Launch Terminal given that a different faction dominates Erekir.

## Trivia

* The name "Crux" was given to the red team in Version 6.0.
* The guardian status icon is the same as the Crux's icon. Despite guardians appearing on Erekir, there is no corresponding icon present.
* As Anuken stated, Crux is canonically digitally braindead.

## See Also

* Sharded - the player faction of both planets.
* Malis - the antagonistic faction of Erekir.
* Derelict - the ruin faction of both planets.
* Lore
228

**Threat Level:** Extreme

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

**Type:** Mission: Survive Waves

**Description:** A large map with large amounts of all resources, including 2 big pools of Oil and 2 small puddles of Oil. The enemy has a single spawn point with air attacks.
152

**Threat level:** Low

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

**Type:** Mission: Survive Waves

**Description:** There are magma tiles near the core for power. There are three lakes near the core for cooling and steam. There is a little copper, lead, and coal near the core. The sand is further away. There is a small derelict duo emplacement that is a source of scrap past the middle of the map. The daggers and crawlers spawn in a large lake on the eastern side of the map.
The Architect Codex

The Architect Codex, often referred to as 'The Architects Trilogy', is a series of stories set in the Titanfall universe, though several canonical aspects are either greatly changed, removed, or expanded upon. It is composed of three main books in the following chronological order; **Inferno**, **Tempest**, and **Cinder**. A fourth book titled **Live Fire** acts as a prequel to the continuity, but is usually considered separate from the original three entries.

The overarching plot revolves around a Pilot, **Tobias Four**, and his Titan, **KT-0298**, as they accidentally discover evidence of an ancient space-faring civilization, and are forced to resolve several conflicts that arise throughout the series as a result of that fact.

On December 11, 2017, a story titled 'The Architect Codex' was posted publicly. It is a collection of the three main story entries in one book, all of them rewritten to add various changes to the plot as well as increase the quality of the writing itself. As of now, it is still being updated.
Beam Node

The **Beam Node** is a Power transport Block on Erekir that connects to other power-using blocks (including itself) in orthogonal directions (up, down, left, right). This connection will go completely through any block that does not use power without being absorbed. In addition, Beam Nodes can store a small amount of power like a Battery.

## Trivia

* The Beam Node exactly transmits power as how it was transmitted in Mindustry Classic, where nodes connect orthogonally.
* Beam Nodes can receive power from non-orthogonal nodes, including the Power Source and Power Void.
* Beam Nodes will be severed by Plastanium Walls and cannot be manually linked together.
* Beam Nodes reveal a very small radius (1 block) of fog-of-war in maps that have fog-of-war enabled.
Chemical Combustion Chamber

The **Chemical Combustion Chamber** is a generator on Erekir that creates large amounts of power from Ozone and Arkycite.

## Usage

* One Electrolyzer can supply 2 Chemical Combustion Chambers with Ozone, while also fuelling 4 Reinforced Pumps, each of which provide 80 Arkycite per second each, supplying 8 chambers. Two Turbine Condensers can give enough water to run an Electrolyzer.
* One Vent Condenser can power 3 Electrolyzers with Ozone and fuel 12 Reinforced Pumps, in total supplying six chambers with only 3 pumps needed. The remaining 13.5/s hydrogen can be used for boosting Plasma Bores, starting Regen Projectors and Tier 2 unit production.
Cultivator

### Details

Recovered technology. Used to produce massive amounts of biomass as efficiently as possible. Likely the inital incubator of the spores now covering Serpulo.

## General

### Build Cost

25  Copper
25  Lead
10  Silicon

## Research

### Research Cost

700  Copper
700  Lead
300  Silicon

The **Cultivator** is a block on Serpulo that uses lots of Water and power to cultivate Spore Pods.

## Affinities

Cultivators built on top of spore-related tiles have decreased production time for each spore pod. When the map is experiencing a spore storm, the affinity of all cultivators increases by a flat 100%.

## Tips

* Spore pods can be used for Oil production, but the Cultivator is the least power and water-efficient option compared to a pump on a tar tile or an Oil Extractor.
* Steam Generators have a unique synergy with Cultivators, as they're the highest-tier generator that can accept Spore Pods directly as fuel, and they share their water input, meaning you can mix Steam Generators and Cultivators on the same infrastructure to satisfy the Cultivator's power requirements with surplus to spare. In turn, two Cultivators running at maximum capacity can provide more than enough Spore Pods to keep a single Steam Generator running indefinitely, though this assumes that plentiful surface water is available (see below).
* Avoid supplying water by Water Extractor unless you have no other choice. You'd need 3 of them to run a Cultivator at maximum output, which will total 350 power units/second, which is more than a Steam Generator can provide even when running on Spore Pods.
* 5 Cultivators without any affinities supply 1 Spore Press at max output. This requires 90 water/second and at least 442 power/second if using pumps, 1,792 power/second if using water extractors.

## Changes

* Water use increased (12 water/second → 18).
* Production time decreased (2.33 seconds → 1.66).
	+ This increases Spore pods per second from 0.43 to 0.6.

## Trivia

* The Cultivator also gains a maximum of +60% affinity bonus from deep tainted water, even though it cannot be built over it.
Core: Foundation

The **Core: Foundation** is a type of Core on Serpulo and the direct upgrade of the Core: Shard. It is larger, adds 16 units to the unit cap instead of 8 and holds over twice as many resources as the Shard. Core: Foundations spawn a Beta as its default ship.

Foundations can be upgraded directly into the Core: Nucleus by placing it over the pre-existing Core, consuming resources, and deleting any adjacent conveyors leading into it. In addition, all Cores can increase their item capacity by having Containers and Vaults placed directly adjacent to them.

## Notes

* The Core: Foundation, like all Cores and item storage blocks, changes colour based on the team it belongs to.
* The Core: Foundation and all Serpulo Cores can be upgraded into Cores on Erekir and vice versa. Upgrading from the Core: Foundation to an Erekir Core will decrease the unit cap but will not automatically destroy any units that exceed the cap.
* It takes approximately 90 seconds for a unit with 100% build speed to build a Core: Foundation from scratch on a Core zone.
Cryofluid Mixer

The **Cryofluid Mixer** is a production block on Serpulo that slowly mixes Titanium and Water to produce a stream of Cryofluid.

## Ratios

At full efficiency, each Cryofluid Mixer consumes 1 titanium item every 2 seconds to convert 12 units of water into 12 units of cryofluid every second. Ratios with other blocks:

* 2 Water Extractors/Mechanical Pumps to 1 Mixer
* 1 Mixer to 5 Thorium Reactors
* 1 Mixer to 2 Differential Generators
* 1.25 Mixers to 1 Impact Reactor
* 5 Mixers to 1 Exponential Reconstructor
* 15 Mixers to 1 Tetrative Reconstructor. Deliver the Cryofluid through multiple Pulse Conduits or Liquid Tanks.

## Schematics

Tileable.Massive Cryo scheme. Most useful for Tier 4 and over units.
Canvas

The **Canvas** is a miscellaneous block on Erekir that displays a simple pixellated image. It is editable by players for use in art and other displays, as an alternative to drawing using Logic Processors on Serpulo.

## Usage

When clicking on a placed Canvas, a pencil icon appears much like that on a Logic Processor. Clicking on the icon opens up a 12x12 grid of dark squares with 8 colours to choose from. Clicking on the grid replaces the colour on that tile with the currently selected color. Once done, the player can click "save" to change the image or "cancel" to discard the progress.

The colours used are in the following hex codes: 362944, c45d9f, e39aac, f0dab1, 6461c2, 2ba9b4, 93d4b5 and f0f6e8.

Canvases are able to join together if their sides perfectly align, making the border on touching sides disappear to create a complete image.

## Gallery

The canvas interface.A completed image on a Canvas in-game.
Container

## Purpose

### Description

Stores a small amount of items of each type. Contents can be retrieved with an unloader.

## Research

### Next Entry

 Unloader
 Vault

### Research Cost

3300  Titanium

The **Container** is a block on Serpulo that stores items of all types for future use. These items can enter Containers from adjacent conveyors and blocks, or from units dropping them inside. The items exit through adjacent Unloaders or through units retrieving them using their item capacities.

When built directly adjacent to the Core, Containers and Vaults are treated as extensions of it, contributing their capacity and surface area so that items transported in or out affect the Core's total instead. Up to 8 Vaults and 2 Containers can fit around a Core: Nucleus for a maximum of 21600 storage space.

## Tips

* Containers serve especially well as ammo storage for turrets and fuel storage for power plants, helping smooth out usage spikes so production can keep up. Keep in mind that any flammable or explosive items left inside catch fire and explode if the Container is destroyed.
Core: Citadel

The **Core: Citadel** is a type of Core on Erekir. It is an upgrade over the Core: Bastion, with greater storage capacity and a better Core Unit, the Incite. Like other Erekir Cores, the Core: Citadel can be placed on Core zones and can be upgraded from smaller Cores as long as it will be fully on a Core zone. The Core: Acropolis costs more than what the Core: Citadel can hold and thus requires more than one Core present to upgrade.

Each Core: Citadel adds 15 units to your maximum unit count. This number does not change with upgrades to Erekir Cores.

## Notes

* Like all Cores on Erekir, the Core: Citadel incinerates any item that is not used to build blocks.
	+ The exception is Scrap, likely because the Scrap Wall and its constituents are counted.
* It takes a unit with 100% build speed around 160 seconds to build a Core: Citadel directly onto a Core zone.
* The Core: Citadel's research cost is reduced by 83% from the original. In addition, the research cost in Silicon is halved.

tegory:Cores]]
Bryde

The **Bryde** is a Tier 3 Naval Unit on Serpulo obtained by upgrading a Minke through the Multiplicative Reconstructor. They fire long-range artillery shells and missiles at enemies, as well as carrying a Shield Regen Field that replenishes all nearby personal shields over time, much like the one on the Pulsar.

Brydes can be upgraded into the Tier 4 Sei through the Exponential Reconstructor, either directly from the Multiplicative Reconstructor. through a Payload Conveyor or by being dropped in through a carrier such as Quad.

## Strategies

### **For**

When water is available leading straight to the Core, Bryde overrides all other options apart from the Oxynoe and Cyerce. Oxynoe is needed for the *overclock* bonus while Cyerce is needed to heal, together creating a massive death ball without even needing to invest into Phase Fabric and Plastanium for Tier 4s. In both Naval Fortress and Planetary Launch Terminal, the two water-heavy enemy bases on Serpulo, this deathball should be your main strategy.

With Brydes alone, they are able to out-range the Cyclone, Swarmer, and Meltdown, which has value as other units that are forced to engage within range perish rapidly. However, many attack bases also have the Ripple, which will outrange it and necessitate the use of Cyerce to out-heal the damage dealt.

### **Against**

The enemy AI does not exploit the range and simply makes units charge into walls. In water-based maps the large patches of deep water will make cornering difficult, so placing down Ripples will reliably damage them. In case that it approaches the Core, close-range turrets like the Fuse and Swarmer easily pick it off. Because of the wet immunity, the *blasted* and *freezing* combo deals more damage to large groups of Bryde that show up on survival maps.

## Changes

 Version 7.0, Build 127
* Size increased (2x2 blocks → 2.5x2.5).
	+ This makes Mega no longer able to carry it.
* Item capacity increased (60 items → 80).
* Artillery area damage decreased (80 → 70).
 Version 7.0, Build 128
 Version 7.0, Build 131
 Version 7.0, Build 136
 Version 7.0, Build 138.1
	+ Old description: "Fires long-range artillery shells and missiles at enemies."
	+ New description: "Fires long-range artillery shells and missiles at enemy targets."

## Trivia

* The Bryde is named after the Bryde's Whale complex, a classification of whales that includes three species of rorquals, a group of baleen whales defined by their streamlined shape.
264

**Threat level:** Eradication

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

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

**Description:** A very large map with sufficient resources from the start, but the enemy is well a well dug-in position. The enemy only has a single well-protected Core.
Anuken

**Anuken,** also known as **Anuke**, is currently the sole developer of Mindustry, as well as other games submitted to game jams. He primarily operates via GitHub and Discord, as well as composing all of the music used in the game and creating the art in Animdustry.

## Mindustry

Mindustry is Anuken's most successful and popular game, run on the programming language Java. He writes most of the code of the game himself, although he has also opened the Mindustry-Suggestions GitHub repository, which is where he reviews and implements changes and solves bug reports. Some parts of the code are done by Contributors, who often talk with him together to review and implement new features and changes.

In addition to coding Mindustry, he is responsible for creating all of the mainline sectors on Serpulo and some of the sectors on Erekir, as well as composing all of the music. Other maps on Erekir are credited to the contributors Mechanical Fishe, EpowerJ, hhhi17 and ThatOneBepis.

On GitHub his username is Anuken, while on Discord it is Anuke, which is the name most people commonly refer to.

## Animdustry

Animdustry is a seperate game made by Anuken with other contributors for testing. This marks a change in attitude towards gijinka in the Mindustry playerbase, referring to the practice of making anime girls out of blocks, units, items, and liquids. This also led to him further drawing more units and original characters, including an anime version of his cat avatar.

## Other Games

Whenever major game jams on itch.io occur (particularly Ludum Dare), Anuken often makes small games under restrictive time conditions (48 hours for the Ludum Dare compo). They are accessible on his itch.io and personal site, including several bullet hell, survival, and tower defense projects.

## Trivia

* Anuke has a liking to frogs, often posting them on Discord. His game for Ludum Dare 48 (Astronomical Assault) has you playing a frog that shoots down eggs.
* He likes cheese occasionally.
* Anuken's real name is Anton Kramskoi, being publicly displayed on App Store.

## Links

* Anuke's GitHub profile
* Anuke's personal site, built using github
* Anuke's other games on itch.io
Aegis

**Aegis** is a sector on Erekir. It is a small sector that introduces the Impact Drill and the use of Tungsten.

## Trivia

* Before Build 136 there existed the special build of Erekir, a pre-release version of version 7 with placeholders. Aegis was named "two" and was vastly different than today:
	+ The enemy base at the top was way larger, having more Breach turrets and the capacity to make Cleroi. The Diffuse was also researchable at this point before being moved further.
	+ The enemy base was filled with Shield Projectors that prevented units from moving into the sector. The tungsten mined in the sector was used for a Shield Breaker, which forcefully de-activated all of the projectors.
	+ There was then a five-minute grace period before enemy production. The sector was notoriously difficult at that time, as Cleroi would swarm the base once the first unit was built.
	+ The map in the source code still has the name "two". However, the file has been changed to *Aegis.msav.*
63

**Threat level:** High

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

**Type:** Mission: Survive Waves

**Description:** Sufficient resources, but not much lead. Resource list indicates Oil, but noting is found. Extremely small amount of water on west island. Enemy has 2 spawn points.
19

**Threat level:**  Medium

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

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

**Description:** plenty of resources, but rather low on Coal and Sand. More Sand (and Water) is available after the destroying the enemy's defenses. The enemy only has a single Core.
Blast Compound

**Blast Compound** is an item on Serpulo. It is not used to build any blocks and instead serves as a fuel source for the Impact Reactor, as well as in certain turrets. Blast Compound ammo inflicts the instantaneous status effect *blasted*, which deals 18 extra unreducable damage to *freezing* units.

Due to its high explosivity, destroyed blocks containing Blast Compounds will cause massive explosions that annihilate nearby blocks and units. Units that carry Blast Compounds will create massive explosions when destroyed as well.

Blast Compound is unsafe to use in Combustion and Steam Generators and will cause continuous damage when fed in until the generator blows up. Even if it does not blows up due to other circumstances, it only produces 40% of the generator's base power.
Battery Diode

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

## Purpose

### Description

Moves battery power in one direction, but only if the other side has less power stored.

## General

### Build Cost

10  Metaglass
10  Silicon
5  Plastanium

## Research

### Research Cost

300  Metaglass
300  Silicon
100  Plastanium

The **Battery Diode** is a power block on Serpulo. It allows power to flow directly across two batteries in one direction if the one in front has less power stored than the one at the back.

## Usage

You can use the Battery Diode to prioritise power to different grids, such as making leftover power from a main base to defenses. When the defenses fall, the main base can still be operational and vice versa.

you can also use it to turn on/off whole power grids with logic, since even disabled nodes can transport power, and diodes don’t do the same, if using a launchpad in campaign, it always wants to launch somewhere, wasting resources. To shut it down, turn off its power with a diode will be great.

## Trivia

The Battery Diode was contributed by Quezler, and was released on Version 5.0 Build 100.
Buff

A "Buff" is a term describing a positive change or improvement made to elements within a game. Buffs in Mindustry are introduced in game updates and can take many forms, which are listed below. The opposite of a buff is called a "nerf."

## Examples

### Version 5.0 to 6.0

* The Differential Generator had its base power generation increased (960 power units/second → 1080) and a decrease to how much Cryofluid it consumed (9 per second → 6), making it a much more viable option for power generation after Steam Generators (1 Cryofluid Mixer can now perfectly supply 2 Differential Generators.)
* Plastanium Walls gained the ability to stop laser attacks from piercing through it, resulting in it being much more useful since it can now counter certain turrets (such as the Lancer) and unit weapons.
* The addition of the Silicon Crucible made it much easier for players to produce large amounts of Silicon, as before players had to resort to spamming Silicon Smelters.
* Thorium Reactors recieved a small buff to their base power generation (840 power units/second → 900) but more significantly recieved an indirect buff with the addition of logic. Logic can be used to prevent Thorium Reactors from exploding due to insufficient amounts of Cryofluid being supplied, resulting in them being much safer to use compared to before.

### Version 6.0 to 7.0

* Daggers had their health increased from 140 health to 150, resulting in them no longer getting one-shot by the Lancer.
* Pyratite ammunition recieved significant buffs towards its damage output and ammo multiplier, making it much more rewarding to use.
* Vela gained the ability to heal friendly units via repair points making it fantastic for both offense and defence, as with enough of them they can out-heal any damage done by enemy turrets and units.
* Unlike most units which recieved range decreases, the Fortress actually had its range increased from 28 blocks to 29. Combined with its damage output and radius also receiving buffs, it can now take on hordes of ground units at a safe distance and even slightly outrange turrets like the Hail.
* Spectre had its range significantly increased (from 25 blocks to 32.5) making it far less susceptible to being sniped by enemy units.
* Salvo had its build cost decreased, its range and fire rate increased, and its build time decreased making it much better for defence against oncoming waves of enemy units.
* Metaglass ammunition for the Cyclone recieved a massive increase in its damage output to the point where its average DPS more than doubled from what it was before, now outputting more damage compared to the Metaglass Scatter.
* Swarmer had its range and fire rate increased, and all its ammunition options had their ammo multipliers increased making it output more damage while also being easier to sustain its fire.
* Unloaders now prioritise unloading from instead of to storage and full blocks, are likely to skip blocks on low framerates, and unconfigured unloaders now select items evenly instead of randomly. These changes make the Unloader immensely more useful as players can now use them to chain factory blocks effortlessly.
214

**Threat Level:** Low

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

**Type:** Mission: Survive Waves

**Description:** A large map with plenty of resources except for Oil. The enemy has a single spawn point with only air attacks.

**Enemy Spawn:** The enemies spawn North-West, near the body of water.
Atrax

The **Atrax** is a Tier 2 Ground Unit on Serpulo obtained from a Crawler entering into an Additive Reconstructor. Rather than self-destructing, it instead fires burning Slag streams onto ground targets. In addition, it gains four large legs that allow it to walk over blocks and environmental walls up to three tiles thick.

Atraxes can further be upgraded into Spirocts in a Multiplicative Reconstructor either directly, through a Payload Conveyor, or a unit with payload such as a Mega.

## Weapons

Leaves slag puddles
 Melting ~ 2 seconds

## Strategies

### **Against**

Unlike the measly Crawler, the Atrax's ability to easily climb over walls makes it difficult to stall out, potentially causing a devastating breach that sets off fires across your entire base. Scorch is a very dangerous turret to use for this situation as it will require a line of flammables as ammo. Other close-range turrets will also suffer from being vulnerable to close-range damage, but the Lancer, Hail, and Ripple all have the required range to safely dispatch Atraxes without being damaged themselves. The Slag puddles will be a nuisance as they constantly damage your walls, but disappear quickly and can be alleviated with Menders. Importantly, the Wave turret can be supplied with Water or even Cryofluid to both slow-legged units down and extinguish any small fires that suddenly pop up. A force of Air Units like the Horizon can also take out groups of Atrax as they cannot target flying units.

### **For**

If an enemy base relies mostly on flammable materials for their defenses (Coal for Graphite, Pyratite, and especially Oil), Atraxes will cause massive havoc. Unfortunately, the enemy base arrangements in the campaign use independently-produced energy sources like Solar Panels and are disconnected from each other, meaning that the extent of your damage is limited. As a result, the Atrax is only suitable for custom attack maps where flammable defenses are more common.

Since Atrax can walk over blocks and walls, they can be used as delivery drones using logic processors with the advantage being that they can transfer more items compared to a Flare.

Also if you are tyring to defend a remote building from any kind of ground attack and if they don't face any t4 units then using this unit is a good option. But if you have t3 production then you can directly move to Spiroct as they can also heal themselves.

## Changes

 Version 6.0, unknown builds
* Added large legs.
* Now made in Additive Reconstructor with Crawler.
* Description changed.
	+ Old description: "A heavy mech designed to take down structures. Fires a stream of slag at enemy fortifications, melting them and setting volatiles on fire.
 Version 7.0, Build 127
 Version 7.0, Build 128
 Version 7.0, Build 135
* Speed increased (4.05 tiles/second → 4.27).
 Version 7.0, Build 136
* Command limit of 8 removed.

## Trivia

* The Atrax is named after a genus of venomous Australian funnel-web spiders with the same name.
* Mace, Atrax, Vela, and Navanax are the only units that are immune to *burning*.
* Atrax is the only unit specifically immune to *melting*.
9

**Threat level:** Medium

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

**Type:** Mission: Survive Waves

**Description:** A medium map with sufficient resources. The enemy only has a single spawn point.

## Trivia

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

## Purpose

### Description

Fires long-range fragmenting artillery at enemy targets. Can step over most terrain.

## General

### Manufactured in

 Mech Assembler:
* 6  Cleroi
* 20  Large Carbide Wall

Requires  Basic Assembler Module

## Research

### Research Cost

7900  Thorium
11000  Silicon
4700  Beryllium
3600  Tungsten
2600  Carbide

The **Collaris** is the tier five mech of Erekir, obtained by fusing 6 Cleroi and 20 Large Carbide Walls in payload form using the Mech Assembler while a Basic Assembler Module is next to its construction boundary. It fires a long-range piercing bolt that penetrates through units, then fragments into many smaller projectiles at the end of its range or when a block is hit. Much like its predecessors, it is able to cross over all blocks as well as natural walls that are thinner than three tiles.

It and Tecta inflict a small amount of damage to enemy blocks that their legs step on.

## Weapons

85 area damage ~ 2.5 tiles
Frags in to 15 bullets at the end of its lifespan:
* 50 damage
* 46 area damage ~ 3.7 damage
* 2x pierce
* Homing

Slows down unit while firing

 Leg damage: 32 area damage ~ 4 tiles

## Strategies

### For

Having a fantastic range and a very hard-hitting projectile makes the Collaris extremely strong against literally anything - it can out-range both the Smite and Malign and is only truly vulnerable against the Scathe. It is effectively a win-condition. Not only that, it can out-run ground units such as the Conquer and heavily damage other units using its frag, making it very viable in survival situations as well. Of course, Collaris alone cannot handle everything by itself, so other units like the Tecta should accompany it and increase the damage dealt. Be careful of its low armor; some turrets like the Malign can strike over their targeting range if projectiles are accidentally fired, severely damaging the unit.

### Against

Collaris cannot target air units, so use amassed Obviate or Quell to hunt them down. Its projectiles are destroyable by the Shockwave Tower, which can come in handy if you can't get Regen Projectors operating. A few Afflicts and Cyanogen Sublimates are strong enough to deal with them in the campaign, since they never come in groups.

## Gallery

Collaris in-game.A Collaris attacking.Leg damage spots for Collaris when moving. Blocks here have 5% health.
## Changes

 Build 142
* Main projectile single-target damage decreased from 225 to 195.
* Main projectile area damage decreased from 90 to 85.
* Frag bullet single-target damage decreased from 60 to 50.
* Frag bullet area damage decreased from 50 to 46.

## Trivia

* *Collaris* is a common species name for a number of beetles.
* Collaris currently has the fastest speed out of all tier 5 units.
Breach

The **Breach** is the first turret available on Erekir. It rapidly fires piercing projectiles that deal moderate damage.

## Tips

Breaches are very simple turrets that, quite frankly, work. They have decent damage and can hold off waves up until Tier 3 units begin showing up, just with Beryllium as ammo. However, they are surprisingly expensive and so you should reinforce your mining before building many of them. Using other units like the Stell and Elude to defend is usually a better option for the early-game.

Tungsten ammo is generally what you should place in them as the only other item it produces is the late-game resource Carbide, so for most sectors it will be one of your best turrets. This lets it hit both the Obviate and Anthicus, as well as kill off units faster. That being said, you will eventually replace these turrets once you have better resources.

## Gallery

Breach firing beryllium ammoBreach firing tungsten ammo
## Changes

 Version 7.0, Build 138.1
* Tungsten ammo:
	+ Damage decreased (123.75 → 71.25).
Atmospheric Concentrator

The **Atmospheric Concentrator** is a factory on Erekir that produces Nitrogen using Heat.

## Tips

* The Atmospheric Concentrator's heat input is primarily built around the Electric Heater for ratios. This may pose a significant risk to power, so use nitrogen efficiently and sparingly.
	+ Some blocks that use nitrogen do not use it constantly, such as the Unit Cargo Loader (which only consumes when spawning the drone) and Lustre (which only consumes nitrogen when firing). Constantly running heating to supply these blocks will waste power if any excess nitrogen is not packaged into Reinforced Liquid Containers or Tanks.
	+ Ideally, you should deconstruct the nitrogen setup once the Unit Cargo Loader spawns its drone to refund its build cost and save on power. Alternatively, you can attach it to a Payload Loader instead and carry nitrogen around manually with the core unit and a Reinforced Liquid Container.

### Ratios

* Each Electric Heater will yield 2 liquid units of nitrogen per second.
	+ A Prime Refabricator will require five electric heaters to run at full efficiency.
	+ Three electric heaters are needed for every two boosted Large Plasma Bores.
* Three Slag Heaters will reach maximum efficiency, at 16 liquid units of nitrogen per second.
64

**Threat level:**

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

**Type:** Mission: Survive Waves

**Description:** Small pockets of Copper, and small amounts of Water. The enemy has a single spawn point.

It is mostly made of ice and shale.

The only source of sand is a very tiny trace of dark Sand at the bottom of the map.
125

**Threat level:**

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

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

**Description:** A narrow location, so build wisely. There are low amounts of Lead and Titanium, but there is a remote island with more of said resources. There is only one large pocket of Coal, and it's directly in front of the enemy's defenses. Be prepared to fight before getting Coal. The enemy only has one Core. This sector is vulnerable to sector 124.
Biomass Synthesis Facility

**Biomass Synthesis Facility** is a sector on Serpulo. It serves as an introduction to the uses of Spore Pods. Accessing this sector requires completing Frozen Forest and researching the Power Node, Steam Generator, Scatter, and Graphite Press.

## Details

Biomass Synthesis Facility has a decent amount of all ores except for Sand, which is only present around a small pond, and Coal, which has noticeably smaller veins. To the west is a large set of ruins containing Derelict Containers, Cultivators, and an Additive Reconstructor attached to an Air Factory. Scrap veins are also present around the ruins, which can be sent to a Pulverizer for more Sand.

The Core will always spawn to the south at (138, 56). There is one spawn point, which can either be at the northeast or northwest areas ((53, 217) and (198, 209) respectively). The spawn point has a drop zone radius of 37.5 tiles and waves come automatically every 1 minute and 50 seconds.

## Strategy

The biggest threats in this sector are the Atrax and the guardian Spiroct, which are close-range units that can walk over walls. Both of these can be handled by the Hail and Lancer, which have high damage and range. While the Scorch is tempting for its extremely high DPS, it uses Coal as ammo, making it a liability if a projectile from the Atrax burns your Conveyors. The Wave can stall these units with its high knockback when loaded with Water. If you deconstruct the Containers here, you will have enough Titanium for a Separator, which will give you a constant stream of Titanium for building the Lancer.

If you reclaim the Cultivators by slightly deconstructing and then reconstructing them, you can produce Oil from the Spore Pods. Oil at this stage of the game can only be processed into Coal by the Coal Centrifuge or as ammo for the Wave. Spore pods can also be used directly for power or in the Blast Mixer.
Coal

> "*Appears to be fossilized plant matter, formed long before the seeding event.*"
> ― In-Game Details
>
>

**Coal** is an item on Serpulo. Unlike with Copper and Lead, it is not a building material but is instead meant to be refined into further products such as Graphite or as fuel in power generators. Unlike previous items, coal is highly flammable and is likely to cause fires when damaged while on a conveyor or inside a block.
170

**Threat Level:** Medium

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

**Type:** Mission: Survive Waves

**Description:** Low amounts of sand and water. Narrow location. 170 borders ground zero, so it can be used to obtain titanium early. As of V7 this sector shows the oil in resources, but there's only one oil tile on the entire map.

**WARNING!** this page is outdated
Arkycite

Arkycite is a liquid on Erekir. Present in pools and extractable using Reinforced Pumps, it is an important liquid that powers the Chemical Combustion and Pyrolysis Generators, as well as an input for the synthesis of Cyanogen.

## Trivia

* Arkycite is not known to resemble any real life liquid, although its use in combustion, pyrolysis and cyanogen synthesis suggests it contains both carbon and nitrogen.
	+ It was once speculated that Arkycite may be partially living, due to how it can be assumed to transform into the invasive Neoplasm inside the Neoplasia Reactor.
* The current sprite for Arkycite was made by the contributor stacktrace-error.
Bridge Conveyor

The **Bridge Conveyor** is a transport block on Serpulo. It allows items to travel across other blocks and obstacles from one Bridge Conveyor block to another. Each Bridge Conveyor can span a 3-tile wide gap.

Each Bridge Conveyor can connect to only one other Bridge Conveyor. They are categorised as either input or output blocks - input blocks have a connection going **to** another bridge while output blocks do not. This holds true if you chain multiple bridges to one another; they will all be inputs except the final block. Input blocks receive items from their back and sides while output blocks distribute items to their front and sides, similar to a Router. Their maximum throughput is slightly more than the Titanium Conveyor.

When drag-placing Bridge Conveyors, the game will try to space each Bridge Conveyor before the final block 3 tiles apart. In addition, placing conveyors in the building plan will automatically create bridges when they would cross obstacles, as long as the Bridge Conveyor is unlocked.

## Trivia

* Despite having the same mechanic, Bridge Conveyors and Phase Conveyors cannot directly link to each other.
85

**Threat Level:** Medium

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

**Type:** Mission: Survive Waves

**Description:** Plenty of all resources except oil. One small puddle locates on south side, two on east side. Enemy has a single drop zone. Updated v7 version has water cutting the large dark-tiled patch into 2, with the lower part being detached completely from the mainland by water tiles.

## Spawnpoints

When arriving in this sector, you will land in the top-left quadrant of the map. The enemy will spawn in the middle of the map.

## Information

Due to its proximity to Frozen Forest, being 2 sectors north of it, along with factors like being only a Medium threat level and having zero enemy base sectors adjacent to it, while also having abundant Thorium here, this sector is the Go-To sector for early Thorium, boosting the tech tree, unlocking the Thorium Reactor, Mass Driver, Thorium Wall, the Core:Nucleus, and much more. CAPTURE THIS SECTOR WHEN POSSIBLE.

## strategy

* The enemies here are not quite strong, but also not quite weak. When launching here, get as much resources you can before launching and set up a wall of Duos and scatters with Menders, with Large copper walls. if possible, get Polies to rebuild any broken blocks.
* If enemy Flares seem to avoid the Scatter lines, place an inactive power generation block. Flares prioritise power generation blocks over anything, even if it means suiciding into enemy turrets.
Beam Tower

## Purpose

### Description

Transmits power to other blocks orthogonally. Stores a large amount of power. Long-range.

## General

### Build Cost

30  Beryllium
10  Silicon
10  Oxide

## Research

### Research Cost

270  Beryllium
810  Silicon
150  Oxide

The **Beam Tower** is a power transport block on Erekir that connects to other power-using blocks (including itself) in orthogonal directions (up, down, left, right). This connection will go completely through any block that does not use power without being absorbed. The beam is emitted from the centre of each side.

## Trivia

* The Beam Tower transmits power in the exact fashion as how it was transmitted in Mindustry Classic, where nodes connect orthogonally.
* Beam Towers can receive power from non-orthogonal nodes, including the Power Source and Power Void.
* Beam Towers will be severed by Plastanium Walls and cannot be manually linked together.
Battery

The **Battery** is a Power Block on Serpulo. It stores power when the linked circuit has net power gain and releases when in deficit, keeping blocks operational for longer until net gain is restored. Like all power-related blocks, the Battery automatically conducts power to all adjacent blocks. Batteries and Large Batteries touching each other instantly share their stored power, effectively functioning as one storage unit.
Auto miner

In Version 6.0, units have been granted the capability of mining ores up to Titanium. This can be useful for when certain resources are overspent and support units are on standby.

Difficulty: Intermediate to complex, depending on features

## Configurable Sorter-Based Miner

The logic miner here will determine what ore to collect based on what is shown on a linked Sorter. It will then order all Quasars to boost to the nearest ore around them and start mining. If any Quasars have their inventory full, they will boost back to the core and deposit it.
216

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

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

**Type:** Mission: Survive Waves

**Description:** Plenty of resources. Enemy has single spawn point. Most waves including the beginning waves have aerial units with a linear path that goes to the bottom lake. Recommend putting scatters on that area.

In Version 7.0, this sector was replaced with the mainline sector Naval Fortress.