recursal/Fanatic-Fandom huggingface dataset:
The Craters

**The Craters** is a low threat survival sector on Serpulo. It is an introduction to the use of liquids and the synthesis of Metaglass. It is also the first landing zone sector that introduce guardian, serving as boss enemies.

Unlocking The Craters requires capture of Frozen Forest and researching the Mender and Combustion Generator. Capturing The Craters is a requirement of Overgrowth and Ruinous Shores, as well as unlocking the Hail, Kiln, Steam Generator and Titanium Conveyor.

## Details

This sector is much more spacious than Frozen Forest but is also thinly stretched on Coal, as it is only present in very thin veins. Each impact is surrounded by slivers of Scrap, with the central crater containing a large pool of Water. To the west of the pool are a number of derelict blocks, including two Kilns which cannot be built in this sector before capturing.

The player core spawns in the southernmost crater at three possible locations around the Copper patch: (87, 51), (94, 55) and (100, 58). The enemy spawn point has a drop zone radius of 37.5 blocks and can either be at the northeast or northwest corners ((220, 227) and (28, 235) respectively). Waves automatically come every 90 seconds.

## Strategy

A large number of Crawlers are present on this map and can unexpectedly destroy your defenses in the early waves. They can be lured to detonate on weak blocks like the Junction or Router, which should buy you time until Daggers start accompanying them. As power is rather scarce on this map, Batteries are a necessity if you want to use the Arc and Mender. Since you cannot build the Kiln yourself, you should reclaim the derelict ones by partially deconstructing and then rebuilding them. Metaglass production allows you to build Mechanical Pumps and Conduit that let you extract and move water, which can speed up both drills and turrets, and allow you to use the Steam Generator.

If you have obtained Titanium earlier, launch here with some in your loadout to build the Lancer for effective defense, and the Separator to obtain more after the sector is captured. After capture, research the Kiln, Pulverizer, Incinerator, Melter and Separator.

The guardian can be problematic when you are unaware of its existence. As an emergency measure, set up Scatters as soon as the Guardian warning pops up and load them with Metaglass if possible.

## Trivia

* The Craters only has units that are renamed from previous versions of Mindustry. This is shared with Frozen Forest, Ruinous Shores, and Salt Flats.
* The Zenith boss previously only appeared on wave 40 before Version 6.0. Back then, it was named the Revenant.
Surge Wall

## Purpose

### Description

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

## Research

### Next Entry

 Large Surge Wall
 Phase Wall

### Research Cost

200  Surge Alloy

The **Surge Wall** is a wall on Serpulo that absorbs bullets. When it is hit, there is a 5% chance for it to emit damaging sparks. It also has the highest health per tile out of all other walls on Serpulo.

## Trivia

* Compared to all walls across both planets, the Surge Wall is the fourth bulkiest wall in terms of health per tile, behind the Reinforced Surge Wall at 1000, Carbide Wall at 1080 and a powered Shielded Wall at 1265.
52

**Threat Level:** Medium

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

**Near:** On the campaign map, it is SSW of the Extraction Outpost by 2 tiles.

**Type:** Mission: Survive Waves

**Description:** More copper than any other resource, but low on titanium. Enemy has single spawn point with air attacks.
Contexte et Histoire

Cette page est celle qui risque de changer le plus souvent, aussi bien dans le contexte que dans l'histoire. Le serveur possède un monde persistant, ce sont les joueurs qui forgerons l'avenir.

## Contexte

*"Depuis tout jeune, depuis la fenêtre de votre chambre, vous avez toujours rêvé de grandes aventures, accompagnés de compagnons tous plus uniques les un que les autres. Ces récits qui vous ont tant bercés pendant votre enfance ont toujours une grande influence sur vous, et voilà qu'aujourd'hui, vous êtes grands et vous avez soif d'aventure. Vous vous hâtez à prendre quelques affaires que vous fourrez à la va-vite dans un sac usé jusqu'à la corde et en quelques minutes vous êtes face à l'entrée de votre village de naissance. Le vaste monde de Felicisme vous tend les bras.*

*Voici donc le début d'une nouvelle aventure. Le début de votre aventure ! Êtes vous prêt à découvrir les secrets du monde de Felicisme ? Êtes vous prêt à écrire votre histoire ? Saurez vous vous entourez des meilleurs ?”*

## Histoire

Aucun évènement marquant n'a été inscrit par les historiens.
Thorium/Thorium (Erekir)

**Thorium** is a late-game natural resource on Erekir that can appear in both floor and ore form. It is only mineable with a Large Plasma Bore or Eruption Drill. As the final natural resource unlocked, thorium is used in late-game defenses and blocks, although unlike on Serpulo there is no way to take advantage of it as fuel.
Slag Heater

The **Slag Heater** is a heating Block on Erekir. It consumes Slag to emit Heat, which can then be used for turrets like the Afflict and factory blocks like the Carbide Crucible.

## Usage

It should be noted that when heating the Surge Crucible, increasing the efficiency also increases the rate at which the factory consumes slag. Here are some values for how many pumps needed at certain efficiency levels:

 400%
 300%

## Trivia

* Before Build 132 the Core Database said that the Slag Heater had an item capacity of 10, despite it not actually having any.
Unit Cargo Unload Point

## Purpose

### Description

Acts as an unloading point for cargo drones. Accepts items that match the selected filter.

## General

### Build Cost

60  Silicon
60  Tungsten

## Research

### Research Cost

2700  Silicon
10  Oxide

The **Unit Cargo Unload Point** is a transport block on Erekir. It is a point for cargo drones from the Unit Cargo Loader to drop off specific items, from which the unload point will release the items across all sides. Unload points can be configured, and an unconfigured one will not receive any items.

## Trivia

* The Unit Cargo Unload Point has a set base research cost of 3000 Silicon and 20 Oxide. These become 2700 and 10 respectively after applying Erekir's item-specific research cost multipliers.
World map

The **World Map,** shown above is a map of all sectors on Serpulo in Version 7.0.

This map is interactive. Click on any tile in the map to be taken to that sector's page. A higher resolution version of the map is available here if you have trouble navigating.

A detailed list of sectors, with data such as resources and bosses, can be found here.

### **Key**

* Green sectors are Low threat.
* Yellow sectors are Medium threat.
* Orange sectors are High threat.
* Red sectors are Extreme threat.
* Pink sectors are Eradication threat.
* Sectors that have a structure on them are enemy bases, those nearby are vulnerable.
Tecta

## Purpose

### Description

Fires homing plasma missiles at enemy targets. Protects itself with a directional shield. Can step over most terrain.

## General

### Abilities

Shield Arc:* Health: 2000
* Repair Speed: 36/sec
* Cooldown Time: 8 seconds

### Manufactured in

 Mech Assembler:* 5  Merui
* 12  Large Tungsten Wall

## Research

### Research Cost

Free

The **Tecta** is the tier 4 mech unit of Erekir, obtained by fusing 5 Merui and 12 Large Tungsten Walls in a Mech Assembler. It fires bursts of three homing plasma missiles that detonate on the first entity they hit, as well as carrying a frontal shield that absorbs damage from the front and recharges once fully destroyed. Like all mechs, it can cross all blocks and natural walls that are 3 blocks wide or less. Tecta and Collaris are able to lightly damage enemy blocks that their legs walk over.

## Weapons

(2x 2.25 total)
70 area damage ~ 3.7 tiles
 Leg damage: 32 ~ 3.7 tiles

## Strategy

**For**

Tecta fills roughly the same niche as the Vanquish in attacking on ground paths to avoid the ever-present Disperse. It carries the wall-bypassing power and high damage of mechs, but is extremely fragile; the shield arc does very little to actually protect. For attacks on the ground, it is preferable to have Vanquish with it together to absorb damage, or Anthicus to soak up turrets with their missiles.

Tecta is the only tier 4 unit which can be carried by Quell; while situational, it can allow the Tecta to act as a paratrooper.

**Against**

As long as they don't cross your walls, anything that can deal damage fast enough is effective against attacking Tecta. Afflict frag trails can bypass the shield and home into the Tecta itself, making it an effective support option for if you need defenses in a pinch like on Karst. Smite obliterates the shield arc instantly and Malign's laser-like bullets can hit the body.

## Changes

 Version 7.0, Build 141
 Version 7.0, Build 144.2
* Shield health increased (1500 → 2000).
* Shield size increased (34 → 36 in code).
* Weapon area damage increased (60 → 70).
* Shield no longer deploys only when firing. Instead is constantly deployed like Quasar and Oct's.

## Trivia

* Tecta is named after the *Aspidimorpha tecta* species of beetle. All members of the Merui line are named after beetles.
* Tecta and Malign share the same firing sound.
Ship Fabricator

## Purpose

### Description

Constructs Elude units. Outputted units can be used directly, or moved into refabricators for upgrading.

## General

### Build Cost

250  Beryllium
200  Silicon

## Input/Output

### Input

50  Graphite (1.25/sec)
70  Silicon (1.75/sec)

## Research

### Research Cost

4100  Silicon
1200  Beryllium

The **Ship Fabricator** is a unit factory on Erekir that produces the Elude from Silicon and Graphite.

## Usage

When powered and supplied with the required materials, the Ship Fabricator will begin producing an Elude. The Elude is in payload form, meaning that if the centre block in front of the factory is not obstructed by a solid block (Ducts and Reinforced Conduits are fine) the unit will be "spawned". If the centre block is obstructed, the Elude will remain in the Ship Fabricator without doing anything and no new units will be produced until it is emptied. If the Fabricator is destroyed, the finished Elude will also be "spawned".

If the centre block in front of the factory is another payload-receiving block such as a Reinforced Payload Conveyor, the Elude will enter into the block without "spawning" until it reaches an empty space. If it is a Ship Refabricator, the Elude will remain in the Refabricator until the block is destroyed or it is upgraded into an Avert.

The Ship Fabricator, along with all other unit-producing fabricators and refabricators, can store twice the items needed to produce one unit (100 Beryllium, 140 Silicon).
Solidifer

**Removed**
This page contains information that no longer applies to the current stable version of Mindustry.***The Solidifer is no longer in the game!***

Instead, there is the Separator, which turns Slag into Copper, Lead, Titanium, and Graphite.

The solidifer transforms  Lava to  Stone

30  Dense Alloy
Titanium

**Titanium** is a natural resource in Mindustry, mineable from the ground with a Pneumatic Drill or better. It is primarily used to build more advanced factories and conveyors, as well as some liquid-holding structures and the faster Titanium Conveyor. It is further used to make Cryofluid, Plastanium, and Surge Alloy.
Solar Panel

The **Solar Panel** is a power generator on Serpulo. Unlike all other power generators except for the Large Solar Panel, it produces power without any additional input or tile requirements, but the output is extremely low.

On maps with lighting, the Solar Panel's output power is proportional to the brightness of the ambient light. This means that in the Campaign, Solar Panels produce their base power during the day and none at night. In addition, occasional weather conditions can also affect the power output.

## Tips

* Solar panels are enough to operate Illuminators in conjunction with a battery, making it a cheap source of light.
* Solar panels can also be used to jump-start a power generation rig that needs an initial input before it can supply itself, for example a Steam Generator with a Water Extractor or a Differential Generator with a Cryofluid Mixer (Thorium Reactors don't need a jump-start because they can run briefly without coolant long enough to power the mixer by themselves). While a Combustion Generator can be used for this purpose instead, the Solar Panel consumes no resources after it is built, and can operate without player intervention if the rig has to be rebuilt or restarted.
Wiki Rules

These are the rules for general use of this wiki including editing, commenting, etc.

Keep in mind that breaking these rules can lead to different levels of punishment. Breaking a rule once will usually not result in your account being banned. Repeated breaking of the rules will not be tolerated.

Rules:

1. Be nice and treat people with respect. Keep discussions civil and be open-minded about differing opinions.
2. Impersonation of other users or famous people is not allowed.
3. Spamming, trolling, or vandalizing of any kind will be deleted and can lead to your account being banned.
4. Any kind of sexual content is strictly forbidden and will lead to your account and IP being banned without warning.
5. Off topic content will be removed. Repeated insertion of off topic content can lead to your account being banned.
6. In general, you should not put your name on the pages you write. Though, you can reference yourself if you have created something outside of the wiki that is used on the page.

If you have any questions regarding the rules please write a message on this message wall.
Tungsten

**Tungsten** is a natural resource on Erekir that can appear in both floor and ore form. It is only mineable with a Large Plasma Bore, Impact Drill, Eruption Drill, and if playing on a mix-tech map an Airblast Drill.

Tungsten is used in building mid-tech blocks such as advanced liquid and payload blocks, as well as the important Electrolyzer and Chemical Combustion Chamber.
Ship Assembler

## Purpose

### Description

Assembles large ships out of inputted blocks and units. Output tier may be increased by adding modules.

## General

### Build Cost

800  Silicon
500  Tungsten
200  Oxide
400  Thorium
100  Carbide

## Research

### Research Cost

21000  Thorium
34000  Silicon
17000  Tungsten
3600  Oxide
2100  Carbide

The **Ship Assembler** is a unit assembler on Erekir that can create the Quell and Disrupt by fusing units and walls in payload form.

## Input and Output

12  Large Beryllium Wall
  Disrupt | 6  Avert
20  Large Carbide Wall

## Usage

Unlike refabricators, the Ship Assembler does not take in any raw items and instead consumes items and units in payload form. Units are in payload form when created from their factory as long as they do not "spawn", while the walls needed can be made by Constructors. These can enter straight from the blocks they were produced in or through payload-holding blocks like the Reinforced Payload Conveyor. Payload-carrying units like the Quell can drop them in, although the core units can only pick up and drop blocks.

All assemblers stop taking in a payload item once enough of it is in the block to make one unit. These payload items are consumed when entered and cannot be picked back out. Once the unit is produced, the payload capacity for all inputs is cleared and it can accept payload items again.

When powered, the Ship Assembler will create four Assembly Drones before actually making the output unit. The assembler will then show a square boundary with dotted lines that indicates where Basic Assembler Modules should be placed to count. A highlight of the output unit will also be shown in the centre. If the 6x6 (7x7 if the Basic Assembler Module is added) space around the centre of the square is occupied by an air unit (excluding core units), the boundary and highlight will become red and the unit will not be produced until the obstruction is gone. If the obstructing unit is the unit being produced, the highlight will disappear instead.

Basic Assembler Modules will increase the tier of the unit produced if it is pointed towards and touching the construction boundary; this is the only location where they can be placed. If one is nearby, you are forced to produce the higher-tier unit and can only switch back by destroying the module.
Scrap

> "*Leftover remnants of old structures and units.*"
> ― In-Game Details
>
>

**Scrap** is an item on Serpulo. It has no uses when not processed apart from as Scatter ammo, but is primarily used to make other resources with a Melter and Separator or Disassembler. In addition, the Pulverizer can convert it into Sand. This means that every item on Serpulo can be obtained just with scrap, water and power, although obtaining advanced items like Surge Alloy will be extremely inefficient.

Scrap is obtainable with any drill and any unit that can mine; it will be mined at a drill's base rate due to its internal hardness value of zero. This trait is shared with sand. Numerical, procedurally-generated sectors have a 25% chance to have scrap deposits in them.
Silicon Smelter

The **Silicon Smelter** is a crafting station on Serpulo. It refines Sand using Coal and Power to synthesise Silicon. A more advanced version exists, known as the Silicon Crucible.

### **Schematic Codes**

**Tiled Checkerboard Silicon** - 2x5 per module. 44  Copper, 29  Lead. 1.5  Coal/sec, 3  Sand/sec, 1.5  Silicon/sec per module. -30 power/sec per module.

```
bXNjaAF4nCWM4QrCMAyEr83EwUCfZA81uigZXSptp+ztTfR+5C5fyCHiEjHosjPGLpmbZMG0cktVXl2KAgPuTlPRue2cO1eMtrz5LBW3Q1euj1w+83PpVrIdmv5/uOInCjYiKHoGEbzSYHBIZuS34PALhf4c0A==
```

**Quad Silicon** - 5x12 max, depending on length of bridges. 158  Copper, 128  Lead. 6  Coal/sec, 12  Sand/sec, 6  Silicon/sec. -120 power/sec.

```
bXNjaAF4nD1OQQrCMBCcdJO2UMGL3+hjxBfUNkigbSRpBX8l+Ay/JNTdRE3YZGd2MhkY7ArouZss6uPaDSc3OjSDjX1w18X5GdCoez/f7N0H7CPPGbVxsuNimTgHN1xs+1eU0QcZAAcuEKAgHiRXKRio5VC5V4IK3qiQlyYhKLO62rbtxfUkYmhM8uKu5M4okVQ/ySO9+do1yY7ZN0kKyh+mHJRzUM6hcw4t6ANuqi/j
```

**Hexagonal Silicon** - 9x7. 281  Copper, 253  Lead. 9  Coal/sec, 18  Sand/sec between two bridges, 9  Silicon/sec. -180 power/sec.

```
bXNjaAF4nFVQ7U7DMAy81knTwY/9RELiEfoe/OcJYI1YxNZM6cTHC/MUbOGctowpsuO72M7ZWKGtYYbnvYd79J9PYRdw2/txk8LhGOIAGKxfUuhffbeJw7v/ignrkWlE3bj3u6NPaMaY9L45xA+fuiH2HsADDZVTp5GoMwqRcz6J0pVjeE97EwLUpYJJM7stSc1Sc5aa0FkV9ZdM+aAT1ORXopGgEmVbm0984snnUmIY/aCUX3Rog9LLQPTjO1oQhRex5bW5rlEdlk2tsjWvRYBFkW1VAtVPzd305XeZVaFZ4LbAqyHdPCRHmFaU5wW2/xf4Cz0WX94=
```

## Trivia

* The Silicon Smelter and its variants all appear to perform Carbothermic Reduction, where carbon (either from coal or Graphite for the Silicon Arc Furnace) is used to reduce sand (Silicon dioxide) into elemental silicon.
	+ The chemical equation for this reaction is *SiO2 + 2C → Si + 2CO.*
Shock Mine

The **Shock Mine** is a defensive block on Serpulo. Shock Mines are hidden when built and cannot be actively targeted by enemies. These mines attack by emitting shocks when any non-legged ground unit walks over them, but will slowly wear down by damaging itself. In addition, they can be damaged by stray projectiles and are actively targeted while being built.

## Uses

Shock Mines are rather underpowered and only serve as last-minute deterrents against breaches. In this instance, enough of them can eliminate rows of Mace and Pulsar, but anything stronger overwhelms the mine.
Slag Incinerator

The **Slag Incinerator** is a block on Erekir that uses small amounts of Slag to destroy items that enter it.

Any flammable fluid will cause the incinerator to take damage and self-destruct, while Neoplasm cannot be destroyed by it.

## Notes

* The Slag Incinerator cannot destroy liquids, although it is unknown whether this is due to a bug.
	+ Flammable fluids such as Arkycite will cause the Slag Incinerator to take damage and explode once destroyed, similar to adding Blast Compound to a Combustion or Steam Generator.

## Tips

* Because the slag requirement is a significant barrier to its use (an Electrolyzer is needed for Hydrogen to make the Reinforced Pump make Slag), it has very few practical uses.
* Slag Incinerators are best used for removing clogs in the Deconstructor, which cannot function if their item capacity is filled.
Split

**Split** is a sector on Erekir. This sector is very relaxed and has no enemy production whatsoever, mostly serving as a tutorial for using Payload Mass Drivers. The Tank Fabricator and Ship Refabricator are banned in the sector.

## Trivia

* Split was made by the contributors Epowerj and Glennfolker.
* Split is the easiest sector across both planets as no enemies spawn at all.
Surge Smelter

The **Surge Smelter** is a crafting station on Serpulo. It uses large amounts of Copper, Lead, Silicon and Titanium to slowly generate Surge Alloy, an endgame resource used for the strongest turrets, construction of powerful blocks and high-damage shock ammunition.

## Schematics

### From Core

When ore patches are rather low or inconvenient, it may be optimal to produce your Surge Alloy from the stockpiles of resources in the Core.

5x13, 29  Copper, 263  Lead, 317  Titanium, 210  Thorium, 600  Silicon, -720 power/sec.
```
bXNjaAF4nD2PTW6DMBBGP/+BDc2iq27ZdcUhokq9QE+AwAsqsCMHWuXuUVOPBwUkvvGbx9iGwUlCh2H1eDsvS7x1X6tfNp+6zxTX7iMmj3by1zHNl22OATCw33sYy+J1m7chzPvajzH8+FtMsHtY4jD5hNNA8/orz0Nzib8+9SFOHsA7yqNE/ggOyaE4dC5Au4FWFcOaw3LPca9h2HK8QEnChvqCX0WzaQMBUziBmoF7gpaALH/SYGoKAqYAqtxRqeNc+eAsqSKJ0nJHpYtU5VqTRJFnaLqYLReU5GhyJF3XQJJTsVPbDB/3x9/h2afn2Gsg/wHTDixa
```

### From Anywhere

Inputs are C-L-S-T-S-L-C
```
bXNjaAF4nG2UT27TQBjFP4//jWcSOnHMik0v0AULDtANF+AEobEgUmJXbtqqJ2hFRcURkJCQ2HINFtwHQc1834vHNaJS+uS8N5PffM82PSenKGlWu5penG637c3xm1293dfd8euu3R2fNjfX7+uuJruuL866zfl+0zZEOS3Pt6uL/arZXO5Oztrmqr5pO9KXzbZdreuOjt52m/W7erTmK9785AKb02K/+XexOW+v6+6kadc1pVery+2eiL6T/EX4J6IgMSSBpJAMkkM0pIAYiKWIN4pS3pH3Urlsw1uykQQjnRp5MPTUMMGwo8Gcwq3ArcCtwK3ArcCtwK3ArcCtwK3ArZibZcb4MSn/m1HEu8U54bcYJqY0GNnU0MEopoYl+XY2foszRBiuiILEkASSQjJIDtGQAmIgFiLsqYy+iPjsMnppRUYR533f//Cfbzx9aQK5lI2f/vMguWzIfZVcHnJ6yN1LrhhyXyRnQs4OuTvJzYbcZ3/CnA/LkkI0xB+BDzdn3kKOkPl/BSkd88j6R0wv4tqkEsyXw0kIpzqRYEKHOfd/ZEE2XZCHBVonHHq6SBYU0wUmLLA6frpAwuF4t1HmG3nGEzcYvEHBBgUbFGxQsEHBBgUbFGxQsEHBhjeIeDYHAOvnkeAuOsyE+l8R37yTmdgwE+tnIsTDIgln03Aewvo/4WIaNiFstRrCEpQ7/JXMIfZFSs1z1DxHzXPUPGM3oqNwpx75O9Wv6+VG5Us5zUv/zSfJJSGXDsaD5LLh8qPk8pDTg3EvuWK4/CA5E3J2MO4kNxsub/2hHDp06NChQ4cOHTp06NChQ4cOHTp06NDhIXV4SB0e0kV4wSzwVD4eXheL8IJZ4DEcDR2MYmrYYMxGg6gEfgn8Evgl8Evgl8AvgV8CvwR+CfwS+CXwS+Avw+t9ieZ+H2CW4fW+xEtlNPJg6KlhgmFHg6gCfgX8CvgV8CvgV8CvgF8BvwJ+BfwK+BXj/wWf2NmX
```

## Changes

 Version 7.0, unknown build
* Renamed from *Alloy Smelter* to *Surge Smelter*.
* Sprite changed from  to .
Wave

## Purpose

### Description

Fires streams of liquid at enemies. Automatically extinguishes fires when supplied with water.

## General

### Build Cost

25  Copper
75  Lead
45  Metaglass

## Research

### Research Cost

700  Copper
2400  Lead
1400  Metaglass

The **Wave** is a turret on Serpulo. It shoots liquids at targets as ammo, inflicting knockback and certain status effects depending on the type of liquid used. These liquids form a puddle when they hit an enemy.

When loaded with Water or Cryofluid, the Wave will automatically extinguish any fires within its vicinity.

## Ammo Details

  Slag | 4 damage
  Cryofluid | None
  Oil | None

## Tips

* Each liquid has a different purpose:
	+ Water has very high knockback and a mild slow, which combined with the Wave's fire rate allows it to push and stall Insectoid Units that would trample over walls.
	+ Cryofluid has a very potent slow along with increasing damage dealt to affected targets. This is typically the best fluid to use, although if you do not have Titanium or Scrap it is impossible to use it or exploit its Blast Compound synergy.
	+ Oil also has a very potent slow, but more importantly has synergy with incendiary-capable turrets like the Hail and Scorch, dealing massive damage.
	+ Slag has a moderate slow, increases damage dealt to affected targets, has synergy with oil, and is the only liquid that can directly deal damage. However, it leaves dangerous puddles that if paired with oil can set nearby infrastructure on fire, and can only be used if you have Scrap.
* Conduits do not store large amounts of liquid and the Wave consumes it very quickly. Have Liquid Containers or Liquid Tanks connected to them so that they can fire continuously, especially if your liquid production is slow (like with Water Extractors).

## Changes

 Version 6.0, unknown builds
* 2x ammo multiplier removed from all ammo types.
* Description changed.
	+ Old description: "A medium sized turret. Shoots streams of liquids. Automatically extinguishes fires when supplied with water."
	+ New description: "Fires streams at enemies. Automatically extinguishes fires when supplied with water."
* Slag ammo:
	+ Knockback decreased (0.6 → 0.55).
* Cryofluid ammo:
	+ Knockback decreased (0.6 → 0.55).
* Oil ammo:
 Version 7.0, unknown builds
* Build time increased (2 seconds → 2.2).
Tetrative Reconstructor

The **Tetrative Reconstructor** is used to upgrade units on Serpulo from Tier 4 to Tier 5.

Units must be inserted into the reconstructor from Payload Conveyors, carrier units such as the Quad or directly from an Exponential Reconstructor's output block. Upgraded units exit as a payload form onto the first eligible tile, although they cannot be transported by Payload Conveyors due to their size.

## Tips

While Tier 5 units can provide immense firepower and support, manufacturing them takes a considerable amount of time even with overdriving, space and resources. Assuming that everything is on the same overdrive percentage, operating a Tetrative Reconstructor requires 1 Silicon Crucible (5.3/s), 3 Plastanium Compressors (3/s), 3 Surge Smelters (2.4/s), 3 Phase Weavers (1.5/s), and 15 Cryofluid Mixers. This may not be possible to set up in the campaign before the enemy waves start to overwhelm you.

The high input of Cryofluid in production cannot be supplied with Pulse Conduits alone. Liquid Junctions, Liquid Containers and Liquid Tanks will share their contents to nearby blocks with near-infinite throughput

## Changes

 Build 127
 Version 7.0, unknown build

## Trivia

* The Tetrative Reconstructor currently stands as the largest block in Mindustry, at a 9x9 size.
* The Tetrative Reconstructor is named after Tetration, a mathematical function indicating repeated exponentiation. All reconstructors after the Additive Reconstructor follow the trend of being repeats of a mathematical operation; multiplication is repeated addition and exponentiation is repeated multiplication.
	+ With this naming convention, if tier 6 units were ever added to Serpulo then they would most likely be manufactured in a block called the "Pentative Reconstructor", as pentation is repeated tetration.
* As with all unit-producing blocks, the Tetrative Reconstructor holds a maximum of double the input items, instead of having 2000 for everything.
Tsunami

## Purpose

### Description

Fires powerful streams of liquid at enemies. Automatically extinguishes fires when supplied with water or cryofluid.

## General

### Build Cost

400  Lead
100  Metaglass
250  Titanium
100  Thorium

## Research

### Research Cost

15000  Lead
3300  Metaglass
9200  Titanium
3300  Thorium

The **Tsunami** is a turret on Serpulo. Like their lower-yield counterpart, the Wave, Tsunamis fire streams of liquid at enemies which inflict knockback and effects depending on the type of liquid used. It shoots faster than the Wave and inflicts damage no matter what liquid is used, but consumes liquid much faster and takes up more space. As with the Wave, loading Water or Cryofluid into a Tsunami will make it automatically attack nearby fires.

## Ammo Details

  Slag | 4.75 damage
  Cryofluid | 0.2 damage
  Oil | 0.2 damage

## Tips

* Tsunamis should always be accompanied with Liquid Tanks as they eat up lots of liquid. One full tank placed right next to the Tsunami supplies constant fire for 25 seconds.
* Each liquid has different benefits and caveats:
	+ Water is easy to obtain and comes straight from the pump but provides little benefit other than higher knockback. This could be a way to stop insectoid units such as the Arkyid. Water also helps boost damage from Surge Alloy ammunition.
	+ Slag can easily burn down lots of enemies but requires Tanks to make up for having to be made from Melters.
	+ Oil can help improve the damage of other Pyratite-ammo turrets but is not viable without surface oil.
	+ Cryofluid can slow down units to a crawl and decrease the defence of enemies, boosting damage of all turrets, especially those that use Blast Compound ammunition due to the *blasted* status effect inflicting 18 damage each hit that ignores armour.
Windswept Islands

**Windswept Islands** is a survival sector on Serpulo. Unlike previous sectors, the islands are surrounded by an ocean of deep water where naval units dominate. In addition, it introduces Plastanium, an advanced resource used to build stronger turrets. Unlocking this sector requires capturing Ruinous Shores and researching the Pneumatic Drill, Steam Generator and Silicon Smelter.

## Details

The sector consists of many islands, some of which have walls at their centres. Most of the map, however, is deep water that cannot be placed on. The core starts to the southwest at approximately (116, 104) while the enemy spawn point is at (274, 363). The drop zone radius is 37.5 tiles and waves come every two minutes, with the first wave coming after four.

To the east of the starting island is a large ruin, with an Oil Extractor and Plastanium Compressor as the most important blocks. A starting loadout containing Thorium is needed to reclaim the Oil Extractor, however, as it costs thorium to build. Scrap is also present in patches around said ruin.

## Strategy

The attacks in this sector consist entirely of air and naval units. While air units are at most a minor nuisance given the power of the Scatter, the naval units are the real biggest threat. Since walls cannot be placed on deep water, you will need to attack them from a distance with the Hail and Ripple. Plastanium ammo in the Ripple deals heavy damage due to its fragments, which can help later on when Minkes start attacking. While the pools of water may lead you to believe that the Arc is good in this sector, naval units are all immune to the wet status and therefore cannot take bonus damage.

The guardian of the sector has a dangerous shield regenerator that gives extra health to itself and nearby enemies. High damage is needed to break through it, as well as a thick layer of Large Titanium Walls to absorb its high damage. You can also try and kill it off early with your own naval units, which can deal damage no matter where the guardian is.

## Trivia

* Windswept Islands was introduced in Version 6.0.
* Windswept Islands is one of four major sectors that contain naval units, the others being Coastline, Naval Fortress and Planetary Launch Terminal (although only from unit factories).
Serpulo

**Serpulo** is a spore-ridden, varied and barren planet, home to the enemy faction of the Crux. This planet has been the main location for the campaign from Version 5.0 onwards, and the only location up until the introduction of Erekir. Compared to Erekir, it has more content to unlock and contains unique procedurally-generated sectors, expanding the depth of gameplay.

Serpulo currently has a total of 272 sectors, of which 18 are hand-made sectors important to progression along its Tech Tree.

## Gameplay

As is the basis of Mindustry, Serpulo's campaign involves controlling all the progression (and eventually, procedural) sectors on the planet. Your most primitive resources are Copper and Lead, which you must use to defend your Core and attack the enemy if there is one. Most sectors on Mindustry are survival sectors, requiring you to survive a set amount of waves. Both planets still have their final sectors as enemy bases in attack mode.

Unlike on Erekir, enemy bases are much more aggressive as they can send additional attack waves to adjacent captured sectors. This incentivises eliminating them by destroying all of their cores. In addition, you are allowed to switch sectors while another is under attack, where a background algorithm will check how long the sector will last. Importantly, sectors with enemy bases in the background will never be captured. Note that attacks can also occur from locked main sectors that contain an enemy base, the earliest example being Extraction Outpost.

When launching into a new sector, you have more flexibility in how many resources you can send in your starting loadout. After a sector is captured, the procedural sectors around it will be revealed and open for capturing. The presence of procedural sectors complicates where resources are taken from in launching:

* When going from a progression sector to a progression sector, the last progression sector or adjacent procedural sector you visit will be used as your departure point.
* When going to a procedural sector, only the last adjacent sector of any kind will be used as your departure point.

## Planet Content

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

The **Vent Condenser** is a resource extractor on Erekir that is only placable on vents, which are 3x3 gas-emitting circular formations on the floor. It uses Power to condense these gases into a large amount of Water.

## Tips

* The Vent Condenser's water output is enough to fully run 3 Electrolyzers or 2 Impact Drills. However, the Vent Condenser is actually quite power-hungry if you count having to give up a spot for the Turbine Condenser, which is why it is better to save it until after getting Chemical Combustion Chambers.
* All vents have the same affinity.
Tar Fields

**Tar Fields** is a high-threat survival sector on Serpulo, serving as an introduction to surface Oil and an early source of Thorium. Accessing this sector requires completion of Windswept Islands and researching the Coal Centrifuge, Conduit, and Wave.

## Strategies

The enemy waves in this sector are rather dangerous; you will be seeing units like the Spiroct before wave 10. Lancers are very effective at dispatching them and you need not set up any anti-air. Once they are built, you are more or less set for the first 30 or so waves, although Ripples can always be added in case things get rough.

Just before the boss comes, you will be warned to build Plastanium Walls by the waves containing Quasars. This is so that you don't get humiliated by the Vela piercing through and destroying most of your base. Remember that you only want lasers to strike Plastanium Walls due to their low health, so place them *behind* Thorium Walls. High-DPS turrets like the Swarmer become very useful to also deal with the supporting units on the wave that the Vela comes.

After you are done with the Vela, Tar Fields can serve as an excellent capital base for launching into other sectors and exporting; It has surface Oil and Thorium for convenient power and all items can be made here.

## Trivia

* In Version 5.0, Tar Fields had the Lich as a boss.
Water Extractor

The **Water Extractor** is an extractor on Serpulo. It uses power to slowly draw water, at a rate lower than the Mechanical Pump. However, it can be used anywhere on the ground. Placing it over water tiles prevents it from extracting and reduces the water output.

Water extractors have their water output increased when placed on water-based floors like grass, snow or wet mud. When placed on dry or hot tiles like those used for the Thermal Generator, the water output decreases. If the map is raining, the water extractor's affinity is additively increased by 20%. If it is foggy, it is increased by 5% and if it is in a sandstorm, it is decreased by 10%.

## Ratios

* Assuming the water extractor does not have any affinity bonuses or reductions,
	+ One extractor is needed for every Steam Generator to net 240 power per second.
	+ Two are needed to fully run one Cryofluid Mixer.
	+ Three are needed for one Cultivator.
	+ These are the same ratio requirements as that of the Mechanical Pump.

## Changes

 Version 6.0, unknown builds
* Build time increased (0.86 seconds → 1.6).
* Base water output decreased (7.2 water per second → 6.6).
* Power Use increased (60 power units/second → 90).
 Version 6.0, Build 126
	+ Copper cost decreased (25 → 0).
	+ Lead cost increased (20 → 30).
	+ Graphite cost increased (25 → 30).
 Version 7.0, unknown build

## Trivia

* Most Erekir floors have a -100% affinity to water extractors, except for red ice which has +40% at maximum coverage, as well as crystalline floors which are neutral.
* There's an achievement for the water extractor on Steam called "Inefficiency". To obtain the achievement, a water extractor has to be placed on a water tile.
* At one point the Water Extractor had a -100% affinity on metal floors, but due to players complaining about the change this was reverted.
Titanium Conveyor

Transports items forward. Faster than a standard conveyor.

The **Titanium Conveyor** is a transport block on Serpulo. It is an upgrade to the standard Conveyor, amplified with Titanium for faster movement speed and item throughput.

Like the standard Conveyor, the Titanium Conveyor accepts items from three sides and moves them forward.

## Trivia

* An item moves 8 blocks forward per second on a Titanium Conveyor.
Tech Tree

The **Tech Tree** is a campaign mechanic where resources are spent to unlock new blocks, items, and units. Each planet has a different tech tree that is independent of each other. To research a new technology, tap on it to see its research costs, which will be depleted from a global item pool consisting of all items in all Cores under the player's control on the current planet. Items like Graphite that are present on multiple planets will not be carried between total item pools.

## Research Cost Calculation

### Blocks

The research cost for one item in a block is calculated using the formula:

(
60
C
o
s

t

1.11

×
20
×
I
R
C
M
)
×
R
C
M

{\displaystyle (60 + Cost^{1.11} \times 20 \times IRCM) \times RCM}

Where:

* *RCM* stands for Research Cost Multiplier. By default, it is set as 1 and can be ignored, but some blocks that are researched in tutorials will have this set at 0.05.
* *Cost* is how much of one item is needed to build a block or unit.
* *IRCM* stands for Item Research Cost Multiplier. It is a constant applied for some items on Erekir to account for low production rates. They are:
	+ 0.5 for Oxide
	+ 0.7 for Surge Alloy on Erekir
	+ 0.3 for Carbide
	+ 0.2 for Phase Fabric on Erekir
	+ 1 for anything else on Serpulo
	+ 0.9 for anything else on Erekir
		- Some blocks may have additional IRCMs for certain items.

The final number is then rounded down to two significant figures, or one if it is under 1000. For example, the Duo has an *RCM* of 0.05 due to it being researched in Ground Zero. It costs 35 copper to build, of which copper has an *IRCM* of 1.

(
60

35

1.11

×
20
×
1
)
×
# 0.05
54.75
≈
50

{\displaystyle (60 + 35^{1.11} \times 20 \times 1) \times 0.05 = 54.75\approx50}

Therefore, the Duo costs 50 copper to research.

Some blocks may be exempt from this calculation for balancing purposes (i.e Conveyor), in which the research cost can be found within the source code.

### Units

Units use a different formula:

C
o
s

t

1.1

×
R
C
M

{\displaystyle Cost^{1.1} \times RCM}

Where the *Cost* is the items needed to build the unit. If it is an upgrade, only the cost needed to upgrade to it from the tier below is counted (i.e a Toxopid uses the input for the Tetrative Reconstructor for the research cost). Again, it is rounded down to two significant figures, or one if the cost after calculation is below 1000. By default, all units have an RCM of 50 except for some units instantly unlocked with their factory, such as the Elude.

## Modded Content

*This section requires more information - info needed on how to add new items to existing tech tree and create new tech trees.*

Modded content can be attached to pre-existing blocks. If a mod starts an entirely new branch of tech, it starts from the Core: Shard.

## External Links

Spreadsheet with all tech tree requirements and costs
Tank Assembler

## Purpose

### Description

Assembles large tanks out of inputted blocks and units. Output tier may be increased by adding modules.

## General

### Build Cost

500  Silicon
150  Oxide
500  Thorium
80  Carbide

## Research

### Next Entry

 Vanquish
 Ship Assembler
 Mech Assembler
 Basic Assembler Module

### Requirements

* Land on Siege
* Research  Constructor
* Research  Atmospheric Concentrator

### Research Cost

7100  Thorium
7100  Silicon
1000  Oxide
300  Carbide

The **Tank Assembler** is a unit assembler on Erekir that can create the Vanquish and Conquer by fusing units and walls in payload form.

## Input and Output

10  Large Tungsten Wall
  Conquer | 6  Locus
20  Large Carbide Wall

## Usage

Unlike refabricators, the Tank Assembler does not take in any raw items and instead consumes items and units in payload form. Units are in payload form when created from their factory as long as they do not "spawn", while the walls needed can be made by Constructors. These can enter straight from the blocks they were produced in or through payload-holding blocks like the Reinforced Payload Conveyor. Payload-carrying units like the Quell can drop them in, although the core units can only pick up and drop blocks.

All assemblers stop taking in a payload item once enough of it is in the block to make one unit. These payload items are consumed when entered and cannot be picked back out. Once the unit is produced, the payload capacity for all inputs is cleared and it can accept payload items again.

When powered, the Tank Assembler will create four Assembly Drones before actually making the output unit. The assembler will then show a square boundary with dotted lines that indicates where Basic Assembler Modules should be placed to count. A highlight of the output unit will also be shown in the centre. If the 3x3 space around the centre of the square is occupied by a solid block, or the 5x5 (7x7 if the Basic Assembler Module is added) space is occupied by a ground unit, the boundary and highlight will become red and the unit will not be produced until the obstruction is gone. If the obstructing unit is the unit being produced, the highlight will disappear instead.

Basic Assembler Modules will increase the tier of the unit produced if it is pointed towards and touching the construction boundary; this is the only location where they can be placed. If one is nearby, you are forced to produce the higher-tier unit and can only switch back by destroying the module.
Turbine Condenser

The **Turbine Generator** is the first power generator unlocked on Erekir. It is a crude generator that can only be placed on

vents, which are 3x3 smoke-emitting natural formations on the floor. In addition to generating low amounts of power, it also generates a small amount of water as a by-product.
Slag

Slag is a liquid on Serpulo manufactured by melting Scrap in a Melter. It is an intermediate liquid for processing Scrap into other materials, but it can also be used in the Wave and Tsunami to fire damaging melting projectiles.

Puddles that form from Slag emptying from an exposed Conduit or from liquid-based turrets will cause explosions and large fires when touching Oil, as well as evaporating Water puddles nearby. It is technically extractable from Slag tiles on the map, but they are not present in the Serpulo Campaign.
Water/Water (Erekir)

Water is a liquid on Erekir. Unlike on Serpulo, it cannot be found as bodies on the floor of a sector nor can it exist as puddles, immediately evaporating when outside of a block. Obtaining it in liquid form requires either the Vent Condenser, Turbine Condenser or Pyrolysis Generator to produce it, which can then be used to boost turrets or be further processed through the Electrolyzer.
Régions

## Shimti

### Description

L'île-pays de Shimti est le territoire neutre, aucun royaume ou bien empire n'est présent et la plupart des villages et villes sont entièrement indépendants. Il en va de même pour les religions et cultes, il en existe plusieurs mais aucun n'a réussi à clairement s'imposer. Néanmoins, Deux grandes villes font office de point centrale : Shintae et Dunimu, la première étant une ville portuaire, axé sur la pêche et le commerce. Dunimu est elle une ville plus agricole réputé pour sa bière.

### Climat et Reliefs

Le climat de Shimti est un climat très océanique, certes très ensoleilé pendant le printemps et l'été mais aussi très exposé aux tempêtes hivernales. Quant au relief, Shimti possède quelques collines mais est essentiellement composé de plaines et de plages.

## Autres régions

Pour le moment, personne ne s'est vraiment aventuré au delà de ces régions, peut être saurez vous vous illustrez en découvrant de nouveaux territoires.
Weather

**Weather** is a phenomenon that periodically appears on Serpulo. When in a sector, different types of weather will periodically appear for a period of time, affecting certain affinities and obscuring visibility if the option *Show Weather Graphics* is on.

## List of Weathers

 Rain
* +20% Water Extractor efficiency
 Sandstorm
* -10% Solar Panel and Large Solar Panel output
 Sporestorm
* +100% Cultivator efficiency
* -15% Solar Panel and Large Solar Panel output
 Fog
 suspend-particles\* | Light blue particles that slowly move in various individual directions

\**Internal name. Is hidden from the editor and normal gameplay.*

## Weather Generation

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

## Gallery

Snow.Rain.Sandstorm.Sporestorm.Fog.suspend-particles. Light blue particles may be difficult to spot.Every weather at once.
## Trivia

* Weather events were first added in Version 6.0.

## References

1. ↑ https://github.com/Anuken/Mindustry/blob/v145.1/core/src/mindustry/content/Weathers.java
2. ↑ https://github.com/Anuken/Mindustry/blob/v145.1/core/src/mindustry/content/Weathers.java#L105
The Onset

**The Onset** is the tutorial sector of Erekir.

## Strategy

This map isn't too hard, just follow the instructions and place Breaches then the Tank Fabricators. Do the objectives until you can fight the base, then destroy the base with Stells.

## Trivia

* Before the release of Build 140.3, The Onset's description read *"The tutorial sector. This objective has not been created yet. Await further information."*
* In the pre-alpha build of Erekir, The Onset was named *One* as a placeholder.
* At one point, the onset had quite a lot more to do with some areas having Impact Drills and Tungsten, more complex enemy bases though when the beta was released these areas were walled off.
Finn

Photo de Finn

## Background

Finn a vécu dans un petit village de chasseur, les villageois y étaient tous très compétents.

Le clan de Finn était le plus respecté et le plus performant de la région en matière de chasse d'animaux rares, pour cela, ils acceptèrent de nombreux contrats contre de l'argent ou différents tribus plus rares les uns que les autres.

Finn avait 12 ans, un avenir prometteur se dressait devant lui, déjà capable alors de tuer des petits gibiers. De 12 à 19 ans, il continua à devenir de plus en plus fort jusqu'à chasser de plus gros gibiers, de plus en plus puissants. A partir de ses 19 ans il se devait partir seul visiter le monde entier, il ne pourrait alors revenir uniquement s'il trouvait un artefact bien précis à ramener au chef de son clan.

C'est ici que le récit du jeune aventurier commence.