recursal/Fanatic-Fandom huggingface dataset:
Resources

**Resources** are vital materials for survival in Mindustry. They can be used for building buildings, used as ammunition for turrets to defend the Core, or spent on the Tech Tree.

## Items

Items are resources that are countable, usually taking the form of an ore or a unit of manufactured material. They can be produced from factories or mined from drills and are primarily transported by conveyors.

Raw items refer to resources that can be produced without needing another item, usually from a drill or extractor. Synthesized items are those created from item factory blocks, such as the Graphite Press or Silicon Arc Furnace.

* Serpulo
* Erekir

## Fluids

Fluids are resource that are, as the name suggests, fluid, typically extracted from pumps and transported via conduits.

* Serpulo
* Erekir

## Other resources

### Power

Power is a resource used to make most mid-to-late game blocks function, produced by generators or reactors and transported through nodes.

### Heat

Heat is a resource exclusive to Erekir that affects the efficiency of certain blocks. They are produced as by-products of certain blocks or through dedicated heaters and are transported by touching sides or through Heat Redirectors and Heat Routers.
Mace

The **Mace** is a Tier 2 Ground Unit on Serpulo obtained after upgrading the Dagger through the Additive Reconstructor. It spews bursts of flame at all nearby enemies, inflicting the *burning* effect that damages units over time and igniting flammable infrastructure.

Maces can be upgraded into Fortresses by entering the Multiplicative Reconstructor directly, through Payload Conveyors, or by being dropped from a unit with payload such as a Mega.

## Strategies

### **Against**

Maces are significantly bulkier than non-naval tier 2 units and have surprisingly damage output, not to mention the damage over time effect of burning that can endanger support units on your base. Large walls of any kind will absorb all of their piercing and protect your squishier turrets as they attack. High-damage turrets like the Scorch, Lancer, and Salvo are best used when they appear early, while swarms are best dealt with from afar. Any splash damage turret with more than near-melee range will be enough to prevent them from charring your walls.

### **For**

Although its high damage and durability are alluring, the Atrax is better at burning the interior of an enemy base as it can walk over walls and leave damaging Slag puddles. As a result, it is overlooked in both campaign and PvP since the Atrax is not even a good attacking option anyway (see Horizon).

## Changes

 Version 6.0, unknown builds
* Renamed from Titan to Mace.
* Added immunity to burning.
* Health increased (460 → 500).
* Description changed:
	+ Old description: "An advanced, armored ground unit. Attacks both ground and air targets. Equipped with two miniature Scorch-class flamethrowers."
 Version 7.0, Build 127
* Speed increased (0.4 arbitrary units → 0.44).
* Item capacity increased (30 items → 40).
* Weapon fire rate increased (2x 2.14 shots per second → 2x 2.5).
* Weapon damage increased (30 → 32).
 Version 7.0, Build 127.2
 Version 7.0, Build 128
 Version 7.0, Build 130
 Version 7.0, Build 136
* Speed increased (3.37 tiles/second → 3.75).
* Command limit of 8 removed.
 Version 7.0, Build 138.1
	+ Old description: "Fires streams of flame at all nearby enemies."
	+ New description: "Fires streams of flame at enemy targets."

## Trivia

* Mace, Atrax, Vela and Navanax are the only units that are always immune to burning.
	+ In Version 6.0, the Spiroct also had this property for unknown reasons; it was removed in Version 7.0.
* Mace, Mono, Eclipse, and Oct are the only units that did not recieve any overall range changes from Version 6.0 to 7.0.
Gigantic Scrap Wall

The **Gigantic Scrap Wall** is an unobtainable wall on Serpulo that absorbs bullets. It cannot be placed unless in Sandbox Mode or through the Editor and primarily serves as decoration. It is the largest wall available and has the highest raw health out of all walls on Serpulo, although it maintains the same health per tile as its smaller counterparts.
Payload Void

Destroys any payloads. Sandbox only.

The **Payload Void** is a sandbox-exclusive block that destroys any payload-form blocks or units that enter it. It requires no power and is able to hold payloads of any size, as well as not returning any resources unlike a Deconstructor.

When turned off by logic, a Payload Void will be able to store a single playload but will not destroy it, allowing some units like the Disrupt to become a payload through entering when in every other case they are spawned as an entity.

## Trivia

* The Payload Void was added in Build 128 of the Version 7.0 pre-alpha along with the Payload Source.
Impact Reactor

## Purpose

### Description

Creates massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process.

## General

### Build Cost

500  Lead
250  Metaglass
400  Graphite
100  Thorium
300  Silicon
250  Surge Alloy

## Input/Output

### Input

1  Blast Compound (0.43/sec)
15  Cryofluid/sec

## Research

### Research Cost

19000  Lead
9200  Metaglass
15000  Graphite
3300  Thorium
11000  Silicon
9200  Surge Alloy

The **Impact Reactor** is the ultimate reactor on Serpulo. Unlike other forms of power generation, the Impact Reactor itself directly consumes power. When loaded with Blast Compound and Cryofluid, the Impact Reactor slowly increases its power output over time, overtaking the defecit and generating a massive net profit in power. Unlike the Thorium Reactor, Impact Reactors do not explode if they contain items but no Cryofluid, although both will detonate if destroyed while active.

## Startup

As soon as it has power, Blast Compound, and Cryofluid, it begins producing a very small amount of power, building in an S-curve pattern until it reaches full output after almost 2 minutes. It will generate a profit after 15 seconds, but if it at any time it does not receive its 1500 power/second, it shuts down immediately and constantly attempts to restart, severely burdening the power grid. One fully charged Large Battery stores just enough power to get two Impact Reactors to net output, and/or other power plants can contribute to the initial boost. Overdrive increases the windup speed, along with its usual effects such as boosting power consumption, so the reactor takes just as much power to start up.

It also shuts down if it runs out of Blast Compound or Cryofluid, and will not draw power until it has them again. You can prevent an explosion by cutting off Cryofluid. Since Blast Compound and Cryofluid also require power to produce, in practice each Large Battery should only kickstart one Impact Reactor at a time.

## Tips

* Isolating a few Large Batteries with Plastanium Walls and controlling their flow through Battery Diodes with Logic Processors is good power insurance.
* 2 Cryofluid Mixers can produce enough cryofluid for 1 Impact Reactor, and 5 Cryofluid Mixers produce enough cryofluid for exactly 4 Impact Reactors.
* 1 Blast Mixer can produce enough blast compound for 1 Impact Reactor, and 4 Blast Mixers produce enough blast compound for exactly 7 Impact Reactors.
* As Impact Reactors are fragile and will explode violently when destroyed, it is recommended to build them far away from enemy pathing and Thorium Reactors in case a chain reaction annihilates your base. As AI-controlled Eclipses prioritize targeting down reactors, maintain very strong anti-air defenses.
* If you are not using a Logic Processor to control them directly, it's recommended to use a Plastanium Conveyor to supply the Impact Reactor with Blast Compound in batches of 10. Feeding Blast Compound to the reactor one unit at a time (such as connecting it directly to a Blast Mixer) will cause it to start up and shut down repeatedly, draining energy and wasting fuel for no benefit.
Item and Liquid Properties

Items and Liquids have a list of different properties which determine their activity on blocks and units. The exact amounts for each item and liquid can be found on the Official Github Wiki or the Core Database.

## Item Properties

* **Explosiveness** - The tendency for an item to explode and how destructive the explosion is. Blast Compound is the item with the highest explosiveness at 120% - high-explosiveness items will damage Combustion and Steam Generators as it is consumed.
* **Flammability** - The amount of fire that an item causes when destroyed in a block or unit. Affects the power output of Combustion and Steam Generators.
* **Radioactivity** - How radioactive an item is. Affects the power output of RTG Generators.
* **Charge** - Exclusive to Surge Alloy - How many electric sparks are released upon an item being destroyed.
* **Hardness** - How much an ore slows down a drill or mining unit's extraction rate. Sand has a value of 0 and allows drills to operate at their base speed.

## Liquids

* **Explosiveness** and **Flammability** operate in the same way as in an item.
* **Heat Capacity** - The amount of heat that a liquid can absorb before being consumed. While currently having no exact use, the Thorium Reactor in Version 4.0 may have different coolant consumption rates due to it accepting Water, Oil and Cryofluid.
* **Viscosity** - How quickly a liquid flows through conduits. May affect the range of projectiles in the Wave.
* **Temperature** - The temperature of a liquid. A high temperature liquid such as Slag causes fires.
Schematic

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

**Schematics** (*schemes* for short) are copyable designs that allow the player to automatically construct a selection of blocks without having to build each one individually, saving time. Like the copy and paste function on a word editor, players can select blocks in a rectangle selection and save them as schematics, which can then later be placed and added to the build plans. These are typically used for convoluted factories, logic setups and pixel art.

The schematics menu, where schematics can be selected, renamed, retagged or deleted, is accessible by the clipboard icon in the in-game UI. Currently, the maximum size for a schematic is 66x66 blocks.

## Importing and Exporting Schematics

In the schematics menu there will be an option to import schematics, while each saved schematic has an export button. Schematics can be exported as either text that is copied straight to the clipboard or as a .msch file. If importing from the clipboard, the game will detect if an eligible schematic is in the clipboard and will render it once the button is clicked. Likewise, importing from a fill will prompt the player to choose a .msch file from an in-game file browser.

## Core Schematics

Starting from Version 6.0, a schematic containing a Core can be launched to new sectors on Serpulo, allowing the player to customise how they start. The schematic will be built instantly upon landing, but the resources needed will be taken from the sector the player launches from. In additon, blocks within a schematic will not be placed if natural walls occupy its space.

Core schematics are only usable with one core and within a size limit. The current size limit for core schematics are:

* 14x14 for the Core: Shard
* 15x15 for the Core: Foundation
* 16x16 for the Core: Nucleus

## Schematic Tags

Introduced in Build 127 of Version 7.0, schematic tags allow a player to quickly sort through the tag that they want instead of using the searchbar. Tags can either be in text form or as a single symbol from the Core Database. A schematic can have a limitless number of tags.

When choosing a schematic from the interface, a list of your used tags will be shown below the search bar. These tags can be selected by clicking or tapping on them and the menu will hide all schematics that do not contain every selected tag.
Oil

**Oil** is a natural liquid resource on Serpulo. It is used to produce Plastanium and Coal. It can be obtained by pumping from rare surface tar tiles, through an Oil Extractor, or by using the Spore Press with Spore Pods.

When fed into Waves and Tsunamis, oil inflicts the *tarred* status effect, which causes very heavy damage when combined with the *burning* and m*elting* effects. Due to high explosiveness and flammability, puddles of Oil can catch on fire, especially those adjacent to puddles of Slag, and blocks holding Oil will violently explode when destroyed, dealing massive damage in the vicinity. Surface tar tiles that catch fire will burn for a long time if left unchecked.
Pyratite

**Pyratite** is an item on Serpulo. It is not used to build any blocks but instead serves as advanced fuel for the Combustion, Steam, and Differential Generators, as well as a precursor to Blast Compound and as incendiary ammo. Pyratite ammo inflicts high damage and the *burning* status effect.

Due to its high flammability and moderate explosivity, destroyed blocks containing Pyratite will almost certainly start a massive fire that can consume entire Conveyor lines of other flammables. Units carrying Pyratite will also cause fires when they are destroyed. Pyratite in a Combustion or Steam Generator produces 40% more power.

## Trivia

* The name Pyratite might come from *pyrite*, a gold-like crystal made of sulfur and iron. If not, it is made from the word *pyra,* which is Greek for fire combined with the suffix *tite,* which is commonly found in the names of minerals.
Eradicator

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

## General

### Health

9,000

The **Eradicator** was a boss unit in Version 5.0 that appeared on Overgrowth. It fired salvos of 3 powerful piercing bullets, with enough damage to instantly destroy Large Thorium Walls. Like other boss units, it could not be produced in any unit factory.

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

## Strategies

* Completing Overgrowth before the Eradicator comes would avoid the issue of dealing with this unit in the first place.
* The Eradicator had a very low turning speed and did not fire until after completing its rotation. A player could continuously circle the unit and attack it.
	+ This did not work if there was a Core nearby, as the AI prioritised cores.

## See Also

* The Lich, Reaper, Chaos Array and Eruptor, other non-buildable units from Version 5.0.
James Shears

Captain James Shears was a Titan Pilot who served in the Frontier Militia. He was **KT-0298's** first Pilot, and was linked with her for 967 days over the course of sixty-seven deployments before he was killed by **Tobias Four** on Nedar.

## **Biography**

#### **Birth of a Titan**

Shears was present when KT was first activated. He was already a Captain at that time, and would appear to be the first Pilot she ever linked up with.

#### **Skirmish in the Snow**

In what would ultimately be his final assignment, Shears and KT were assigned to the Militia outpost on Nedar. The area was attacked by IMC forces, and the two played important roles in the defense of the base.

They were separated when Shears ordered KT to help assist the other Pilots and Titans, and proceeded to fight on his own. He and Tobias would eventually engage one another, with Tobias being knocked unconscious from a grenade Shears had thrown. Unfortunately, the IMC Pilot would land a fatal shot against Shears with his sidearm.

#### **Death**

Bleeding out in the snow, Shears was the only human left after the skirmish. KT stood watch over him, guarding him from further harm as he died. Unexpectedly, the very Pilot who'd mortally wounded him would approach and offer comfort to the older man. Accepting Tobias's mercy, the two of them made peace with one another's actions before Shears took his last breath. After he died, the neural-link between him and KT was broken.

## **Personality**

Shears was revered by many as a skilled Pilot and reliable comrade. When Gates learned of his death, she internally remarked that he'd been a good man, one that was both capable and dependable- a rare combination.

He cared deeply about the lives under his command, and that care extended to his Titan. On Nedar, he opted to fight alone rather than with KT because he believed that the other forces needed her help and protection more than he did- a belief that would cost him his life. And though he upheld the belief that the mission came first, KT would later reminisce about the fact that he always at least placed her safety second on his list of priorities.

It can also be assumed that he was rather forgiving in nature, or at least not one to hold a grudge. Though he fought against the IMC, he was more than willing to accept Tobias's company as he died, and helped Tobias see that perhaps peace between the two interstellar factions was still possible given the right circumstances.

## **Trivia**

* Shears has no actual dialogue in the book- everything he's 'saying' is interpreted through his behavior by Tobias
* Shears is the first named Militia character to die in the series
Large Plastanium Wall

## Purpose

### Description

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

## General

### Build Cost

8  Metaglass
20  Plastanium

## Research

### Research Cost

300  Metaglass
600  Plastanium

The **Large Plastanium Wall** is a wall on Serpulo that absorbs bullets, piercing lasers and blocks automatic power connections. It is a larger version of the Plastanium Wall.
Extraction Outpost

**Extraction Outpost** is an attack sector on Serpulo. This sector is important as capturing it allows access to the Launch Pad, an essential tool for further, more difficult sectors.

Unlocking this sector requires completion of Stained Mountains and Windswept Islands as well as researching the Ground Factory, Nova, Air Factory and Mono.

## Details

The enemy base has Fuses and Hails as the main defense, with Parallaxes and Scatters as the anti-air. There are also Arcs, a Salvo and a small set of Ripples in the right.

## Strategy

**Strategy 1A**

Use Daggers and Horizons. Use the Daggers to destroy the front air defenses, then take control of some to destroy the RTG Generators and Solar Panels, and Fuses. After that the Parallaxes would shut down. Take down Hails with Horizons and then destroy the core. Beware of the enemy spawn.

**Strategy 1B**

The Daggers can go along the left side of the map while staying out of range of the Fuses. Coal, sand, and lead are found on the bottom left of the map, which you can use to make the Daggers. The Horizons will not be needed for this version of the Dagger strategy. The attack route will avoid the Hails in the base.

**Strategy 1C**

Using many Horizons, you can bomb the Ripples & the Parallexes until they are destroyed, then bombard their liquid supply lines, after that, you can use Atraxes & taking the path mentioned in Strategy 1B, you can set the core & the structure guarding it on fire, granting you a free win.

**Strategy 2**

Nova has more range than every other turret other than the Hail, which can be eliminated with Horizons and Flares. Use Micro Processors to automate Novas attacking at their maximum range for certified destruction.

**Strategy 2A**

Use a squad (at least 4) of Nova to eliminate the core, attacking the north side. You can go through the Corridor between the salvo and the scatters to reach the north side or go the long way through the map border. Once at the core, you wait for the Nova to destroy it. You can sacrifice a few Novas to attack the large power nodes connected to the mend projectors to speed things up.

## Trivia

* In previous builds of Mindustry, before Version 6.0's official release, there was a map named Salt Crags. When comparing Salt Crags and this map, there are only 3 major differences: the map mission, the absence of titanium and the enemy waves. (*citation needed)*
Mods

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

*Mindustry Unofficial Wiki is not affiliated with any of the mods shown on this page*. *For a guide to creating your own mod, see the Official Wiki's Modding Guide,*

**Mods** are pieces of software that can alter the mechanics of Mindustry by new features, blocks, resources and units. Each publicly-available mod is shared on GitHub, where they can be downloaded and played.

## Mod Installation

There are two main ways to install a mod. All methods require the player to be in the modding menu, which is accessible by pressing *Mods* on the main menu.

The **Mod Browser** allows mods to be downloaded from an in-game browser that shows a wide list of publicly-available mods. Clicking on a mod and pressing install will install the mod onto the device. The game will also link to the mod's GitHub repository and its releases page.

**Importing Mods** can be done either by selecting a .zip file of a downloaded mod from the device or by typing in the full name of the mod's GitHub repository (for example, *MEEPofFaith/testing-utilities-java*).

## Modding Languages

Mods are primarily coded in a combination of the following languages:

* **JSON** is a language-independent file format that can store the data for new content. It is the simplest format for modding but lacks the flexibility that other languages provide, since they cannot alter the mechanics of the game. The HJSON format is commonly used instead of JSON, which grants the use of comments and other features that are useful for mod development.
* **JavaScript** is a language compatible with the game. Unlike with JSON and HJSON, JavaScript files can store code that is executed by the Mindustry client, which sits at the middle of the road in terms of flexibility and ease of use.
* **Java** is the main language used to program Mindustry. It has the greatest potential out of all formats but is more complex than JavaScript.

Due to restrictions placed by the Apple App Store, iOS devices cannot download and ruin any mods with JavaScript or Java.

## List of Popular Mods

Below are some mods in 7.0 tagged with *mindustry-mod* topic on GitHub.
Retusa

The **Retusa** is a Tier 1 support Naval Unit on Serpulo, produced in the Naval Factory using Titanium, Metaglass, and Silicon. It fires short-range homing torpedoes that damage units in a small area, as well as healing damaged blocks caught in the blast. In addition, it carries a Repair Point-like weapon that rapidly heals one nearby unit at a time.

Retusa can be upgraded into the Oxynoe via the Additive Reconstructor by entering directly from a factory, through Payload Conveyors, or a payload-carrying unit such as a Mega. As a Naval Unit, it cannot exit factories and Payload Conveyors without a tile of Water directly in front.

## Weapons

33 area damage - 4 tiles
Detonates outside of water

## Strategy

### Against

Much like the Risso, the Retusa packs substantial firepower to make up for it being water-bound. However, the torpedoes will detonate prematurely if they cross solid land, meaning that the easiest counter is to have all of your blocks two tiles away from the coast. What remains of it is the repair point, which is best countered by high burst damage that minimises the time they have to heal. The Lancer is a fantastic turret for this as it two-shots the Retusa.

### For

Because the torpedoes cannot reach the solid land that most enemy Cores are placed on, it is almost useless as time is better spent making more Risso for greater firepower. Retusa heals units faster compared to a Repair Point while requiring no power to operate giving it some utility for healing units positioned defensively. However, once unlocked it will be outclassed in terms of utility by Oxynoe's overclock field and the twin repair points of the Cyerce.

## Changes

* Sea mine weapon details:
	+ 2.25 shots per second
	+ 1 damage, 50 area damage ~ 5 tiles
	+ 4% healing
 Version 7.0, Build 128
 Version 7.0, Build 130
* Sea mine area damage radius increased (5 tiles → 5.7).
 Version 7.0, Build 132
	+ Old description: "Places proximity mines. Repairs allied units."
	+ New description: "Fires homing torpedoes at nearby enemies. Repairs allied units."
* Comparing the torpedoes to the proximity mines (besides homing capabilities):
	+ Fire rate decreased (2.25 shots per second → 2).
	+ Area damage decreased (55 → 33).
	+ Area damage radius decreased (5.6 tiles → 4).
 Version 7.0, Build 136
 Version 7.0, Build 138.1
	+ Old description: "Fires homing torpedoes at nearby enemies. Repairs allied units."
	+ New description: "Fires homing torpedoes at enemy targets. Repairs allied units."

## Trivia

* Retusa is named after the Retusidae family of very small sea snails. All members of the support naval line are named after marine gastropods.
* Retusa was first revealed in the development preview channel of the Mindustry Discord. Unlike what it currently is, the preview version of Retusa had two repair point guns instead of one.
* Retusa takes the longest to produce out of all tier 1 units across both planets, at 50 seconds.
* Retusa has the highest build speed out of all tier 1 units.
Phase Wall

## Purpose

### Description

Protects structures from enemy projectiles, reflecting most bullets upon impact.

## Research

### Research Cost

200  Phase Fabric

The **Phase Wall** is a wall on Serpulo. Unlike other walls, Phase Walls have a small chance to deflect physical projectiles back at attackers. Laser-like projectiles (including non-piercing ones like the Nova's) and hitscan attacks from the Omura are unaffected.

## Trivia

* The Poly's attacks will heal the wall upon deflection.
Liquid Router

## Purpose

### Description

Accepts liquids from one direction and outputs them to up to 3 other directions equally. Can also store a certain amount of liquid.

## General

### Build Cost

2  Metaglass
4  Graphite

## Research

### Next Entry

 Bridge Conduit
 Pulse Conduit

### Research Cost

100  Metaglass
100  Graphite

The **Liquid Router** is a block on Serpulo that accepts liquids and redistributes it equally across all of its sides, essentially acting as a Router for liquid resources.
Large Tungsten Wall

The **Large Tungsten Wall** is a basic wall on Erekir that absorbs bullets, and is the large variant of the regular Tungsten Wall. It has more health and armor than regular Large Beryllium Walls, but is slightly more expensive due to the rarity of tungsten. In addition, it is an ingredient in the creation of the tier 4 units Vanquish and Tecta.
Liquid Junction

The **Liquid Junction** is a block on Serpulo that allows two liquids, typcially transported with Conduits, to cross without interfering with each other. They are automatically placed when planning on intersecting a line of conduits with another prexisting line.

Unlike conduits, the Liquid Junction has an infinite throughput and instantaneously transports liquids across it. When connecting two Liquid Containers or Liquid Tanks with just Liquid Junctions, the two will share their liquid content as if they were directly next to each other.
Phase Weaver

The **Phase Weaver** is a crafting station on Serpulo used to manufacture Phase Fabric from Thorium and Sand using power.

## Tips

* Phase Weavers are very intensive on both power and sand usage. Make sure to check your current power supply to prevent blacking out your base, especially if you build an Overdrive Projector or Dome within range of the weaver.
* 1 water boosted Laser Drill can supply 1 Phase Weaver with sand assuming full coverage, and 1 Airblast Drill under the same conditions can supply two weavers.
* You can easily use a gate to direct Phase Fabric to an Overdrive Projector to improve your production rates. If you're using drills to supply the sand to the weaver then make sure they are also overdriven to prevent bottlenecks.
Gallium

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

**Gallium** is an unused fluid on Erekir. It can be produced by the Slag Centrifuge.

## Trivia

* Gallium is a real-life element on the periodic table, commonly used to produce semi-conductors, and with a very low melting point for a metal, at 29.7646 °C (source). Presumably this means that the ambient temperature on Erekir is hot enough that Gallium is treated as a liquid, even though it's a solid at most room temperatures on Earth.
Large Launch Pad

**Removed**
This page contains information that no longer applies to the current stable version of Mindustry.This page is a stub. You can help by expanding it.

## General

### Build Cost

100  Copper
250  Lead
200  Titanium
150  Silicon
75  Plastanium

## Input/Output

### Production Time

Time Between Launches:35 Seconds

**The Large Launch Pad** is a larger counterpart of the Launch Pad a block that is used for launching items between sectors.

The Large Launch Pad can be loaded with items and requires power to work. Every 35 seconds, the Launch Pad removes its contents and adds it to a sector's passive export rate. It needs some power to launch items.

It can be overdrived to launch more items. Overdriving also causes larger power usage.

In Version 5.0 the Large Launch Pad instead takes items and periodically sends them to the accumulated resource pool for research and launching loadouts.
Payload Mass Driver

*For the pre-Erekir version of the Payload Mass Driver, see Payload Propulsion Tower.*

## Purpose

### Description

Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.

## General

### Build Cost

50  Graphite
120  Silicon
120  Tungsten

## Input/Output

### Input

Max 2.5x2.5 blocks squared-sized payloads

## Research

### Next Entry

 Payload Loader
 Constructor

### Research Cost

1300 Graphite
3600 Silicon
3600 Tungsten

The **Payload Mass Driver** is a Block on Erekir that transports payload-form blocks and Units across large distances (up to approx. 89 blocks). They must link to another Payload Mass Driver and will output the receiving payload in a set direction shown before it is built.

## Usage

A payload-form item is a block or unit that is in a block but has not "spawned" or has been built; an example is a Stell that remains in its Tank Fabricator. This payload-form item can be carried across short distances through Reinforced Payload Conveyors, but across long ranges or obstacles a Payload Mass Driver is necessary.

Before placing down the Payload Mass Driver, an arrow will be shown. This is where any payload that is *received* from another Payload Mass Driver will then go, usually to another Reinforced Payload Conveyor. If the payload is a unit and the output side has its middle block unobstructed by solid blocks (conveyors and conduits are fine), the unit will be spawned and can only be loaded back in as a payload if another unit drops it in.

When two Payload Mass Drivers are present, clicking on one of them will show its range. Clicking another driver in range will link the two together, with your selected driver as an input and the clicked driver (shown with a purple circle) as an output. When powered, the payload in the input driver will shoot it to the output driver.

## Purpose

### Description

Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.

## General

### Build Cost

100  Graphite
200  Silicon
200  Tungsten
30  Oxide
200  Thorium

## Input/Output

### Input

Max 3.5x3.5 blocks squared-sized payloads

## Research

### Research Cost

2900  Graphite
6400  Thorium
6400  Silicon
6400  Tungsten
450  Oxide

The **Large Payload Mass Driver** is a variant of the Payload Mass Driver that can hold payloads up to 3.5 x 3.5 blocks squared in size, as well as having a far greater range of up to approximately 139 blocks.

## Trivia

* A version of the Payload Mass Driver called the Payload Propulsion Tower was present on Serpulo between builds 127 and 135.2, before the introduction of Erekir. This was removed entirely in favour of the version on Erekir.
	+ Other blocks that had pre-Erekir versions include the Constructor, Deconstructor, Payload Loader, and Payload Unloader.
Graphite

**Graphite** is a manufactured resource on Serpulo, created by processing Coal in a Graphite Press or Multi-Press. It is used in creating electrical components and as high-yield ammo for certain turrets.

Graphite is one of the few resources which can be produced from power and nothing else. This can be done by using Water Extractors to water Cultivators, then pressing the Spore Pods into oil using the Spore Press, converting it into coal via the Coal Centrifuge, and then finally processing it into graphite.

## Trivia

* In real life, graphite is used in a wide variety of electrical and mechanical components, due to its conductive properties, wear resistance, chemical stability, extreme resistance to high temperatures, and low coefficient of friction.
	+ The carbon atoms in graphite are arranged in layered sheets of hexagons, forming a crystallised structure. Amorphous carbons such as coal, however, lack any long-range order.
	+ Graphite and amorphous carbon are considered allotropes of carbon, which are solid elements that exist in different arrangements.
Mech Assembler

## Purpose

### Description

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

## General

### Build Cost

900  Silicon
500  Tungsten
200  Oxide
600  Thorium
200  Carbide

## Research

### Research Cost

21000  Thorium
34000  Silicon
17000  Tungsten
3600  Oxide
2100  Carbide

The **Mech Assembler** is a unit assembler on Erekir that can create the Tecta and Collaris by fusing units and walls in payload form.

## Input and Output

12  Large Tungsten Wall
  Collaris | 6  Cleroi
20  Large Carbide Wall

## Usage

Unlike refabricators, the Mech 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 Mech 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 4x4 (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.
Pyrolysis Generator

## Purpose

### Description

Generates large amounts of power from arkycite and slag. Produces water as a byproduct.

## General

### Build Cost

50  Graphite
50  Silicon
60  Oxide
50  Carbide

## Input/Output

### Input

20  Slag/sec
40  Arkycite/sec

## Research

### Requirements

* Land on Crevice
* Discover
 Carbide

### Research Cost

540  Graphite
540  Silicon
350  Oxide
180  Carbide

The **Pyrolysis Generator** is a generator on Erekir that creates large amounts of power from Slag and Arkycite, producing Water as a by-product.

## Usage

* One Electrolyzer can fuel 4 Reinforced Pumps, but the ratio of slag to arkycite consumption is 1:2, meaning that 3 Electrolyzers (Perfectly suited for a Vent Condenser) are needed for 12 Reinforced Pumps, 4 of which pump slag and 8 of which pump arkycite without wastage. This produces 320 slag per second, which is enough for 16 Pyrolysis Generators.
* Do not place Reinforced Liquid Containers, Reinforced Liquid Tanks or Reinforced Liquid Routers next to the generator as the water by-product will enter these blocks and prevent other liquids from entering.
* One Pyrolysis Generator can fully support 15 Electric Heaters by itself, which can produce 45 total heat and is a much more efficient use of slag than Slag Heaters, which consume twice as much slag (or 2/3 as much pump power if you account for the arkycite used by the Pyrolysis Generator) for only 8 heat.
Sand

**Sand** is an item on Serpulo. It is not used to build any blocks and instead serves as another ingredient for more advanced items such as Silicon and Metaglass. It can take the form of either yellow (light) or black (dark) sand tiles, but cannot be mined by any Units unless the double-tap to mine option is enabled or if they are ordered to by logic. Sand will be mined at a drill's base rate due to its internal hardness value of zero. This trait is shared with Scrap.

## Trivia

* In real life, sand is composed mostly of quartz, (silicon dioxide, SiO2), which can be refined to elemental silicon using carbon as a reducing agent (SiO2 + 2C → Si + 2CO). It can also be vitrified or melted to form glass (with the same chemical formula, but in an amorphous crystal).
Fungal Pass

**Fungal Pass** is an Attack sector on Serpulo. It serves as an introduction to attack objectives and using units to destroy enemy bases. Unlocking this sector requires completion of Stained Mountains and researching the Ground Factory, Door and Silicon Smelter.

There is one Core: Shard and one Core: Foundation. Titanium is inaccessible until the Shard is destroyed. Both cores can spawn enemy units, and the waves include Polies that follow an AI similar to Zenith's.

## Details

The sector contains dark sand, water and spore tiles. Unlike previous sectors, Fungal Pass starts with a rudimentary base to the south containing three Duos, a Graphite setup, Steam Generator and a Ground Factory with resources for producing Daggers. The enemy Core: Shard is at (77,125) while the Core: Foundation is at approximately (130, 205). Enemy waves spawn every 1 minutes and 40 seconds, with 3 minutes and 20 seconds before the first wave. Each core has a no-build radius of 37 tiles. Unit production in this sector is modified to be twice as fast.

As waves spawn from both cores, their positions on the map mean that at the until one is destroyed, enemies will continuously attack the base instead of periodically in waves. All resources are abundant, but coal is limited and titanium is virtually unavailable until the Core: Shard is destroyed. The Core: Shard is guarded by a small number of Duos, Scatters, Scorches and Hail, while the Core: Foundation has those and an additional pair of Salvos loaded with Graphite.

## Strategies

Although the guardian is very difficult to deal with, especially without Thorium on the map, it should never be encountered in this sector as long as you capture it and its surrounding enemy bases. There are multiple ways of tackling this sector.

If relying mostly on ground units, the Atrax is the best unit for this sector as its fires can quickly take down Scorch and Hail nests, as well as severely damage everything else. They are not slowed down by water tiles, allowing you to attack and retreat faster. The Mace is not recommended as it cannot outrange the Scorch. Tier 1 units are also a decent option, since they are cheaper to produce.

If you use air units, you can launch with Pyratite or Blast Compound in your loadout and make Flares pick them up, which makes them explode upon death. This lets you suicide-bomb the Scatters around the map, letting them freely attack the core afterwards. As command mode cannot make them take items from a core, a Micro Processor should be used instead with the following code:

```
ubind @flare
sensor result @unit @blast-compound
ucontrol unbind 0 0 0 0 0
jump 0 equal result 10
ulocate building core false @copper outx outy found building
ucontrol move outx outy 0 0 0
ucontrol itemTake building @blast-compound 10 0 0

```
This code makes Flares take blast compound from any core, then frees them from logic control once they have taken it so that you can move them via command mode.

## Trivia

* In Version 5.0, the boss in this sector was the Lich.
Scatter

The **Scatter** is an anti-air turret on Serpulo. It fires pairs of flak shells exclusively at Air Units, rapidly killing them.

## Ammo Details

  Metaglass | 3 damage45 area damage - 2.5 tiles
  Scrap | 3 damage33 area damage - 3.0 tiles

## Usage

**Before you ask why the Scatter is not firing, be aware that it only targets Air Units.**

When you encounter your first Flare and see it zoom past all your Duos right up to your Core, panic not. Just build a Scatter. For how early you get it in the game, Scatter is very powerful and affordable, even when it misses so much at long range. You can continue to rely on it up until facing Antumbra and Quad. Phase it out in favor of the functionally similar and more accurate Cyclone, which can hit ground targets, also fire Metaglass, and equip better ammo to deal far higher DPS.
As for which ammo to use:

* Lead: 40 x 6.66 minimum, (3 + 40) x 6.66 maximum = 266.4, 286.38 (276.39 on average) DPS
* Metaglass: 45 x (6.66 x (1 - 0.2)) minimum, (3 + 45 + (5 x 6)) x (6.66 x (1 - 0.2)) maximum = 239.76, 415.584 (327.672 on average) DPS
* Scrap: 33 x (6.66 x (1 - 0.5)) minimum, (3 + 33) x (6.66 x (1 - 0.5)) maximum = 109.89, 119.88 (114.885 on average) DPS

Lead and Scrap are usually available to drill all over the map. On paper, Lead is obviously superior, but Scatter has such terrible inaccuracy that at long range, Scrap's wider radius helps it hit more. Some water from a Mechanical Pump largely solves its fire rate issue. With a little power input, you can Pulverize the Scrap to make Metaglass, the best of the three.

## Changes

 Version 6.0, unknown builds
	+ Old description:"An essential anti-air turret. Sprays clumps of lead, scrap, or metaglass flak at enemy units"
	+ New description: "Fires clumps of lead, scrap or metaglass flak at enemy aircraft."
* Range decreased (21.25 blocks → 20).
* Fire rate increased (3.33 shots per second → 6.31).
* Scrap ammo:
	+ Area damage increased (22 → 33).
* Lead ammo:
	+ Area damage increased (27 → 40).
	+ Area damage radius decreased (1.9 tiles → 1.8).
* Metaglass ammo:
	+ Area damage increased (30 → 33).
 Version 7.0, unknown builds
* Range increased (20 blocks → 27.5).
* Metaglass ammo:
	+ Area damage increased (33 → 45).
 Version 7.0, Build 144.2
Reinforced Bridge Conduit

The **Reinforced Bridge Conduit** is a liquid transport block on Erekir that allows liquids to be moved over obstacles up to three tiles in width, such as Ducts or walls. Like Duct Bridges, they automatically connect to the first node in its range and are unidirectional, meaning that the final node in a bridge chain outputs in one direction. Non-final nodes can receive liquids from the sides and back, but not from the front.
Ground Factory

## Purpose

### Description

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

## General

### Build Cost

50  Copper
120  Lead
80  Silicon

## Research

### Next Entry

 Dagger
 Air Factory
 Additive Reconstructor

### Research Cost

1500  Copper
4100  Lead
2600  Silicon

The **Ground Factory** is a unit factory on Serpulo that produces tier 1 ground units: the Dagger, Nova and Crawler.

## Inputs and Outputs

10  Silicon (0.67/sec)
  Nova | 20  Lead (0.5/sec)
30  Silicon (0.75/sec)
20  Titanium (0.5/sec)
  Crawler | 10  Coal (1/sec)
8  Silicon (0.8/sec)

## Trivia

* Like all other unit-producing blocks, the Ground Factory will hold up to double the item cost of its current unit.
Foreshadow

## Purpose

### Description

Fires a large single-target bolt over long distances. Prioritizes enemies with higher max health.

## General

### Build Cost

1000  Copper
600  Metaglass
600  Silicon
200  Plastanium
300  Surge Alloy

## Optional Enhancements

### Booster

60  Water/sec: 116% fire rate
60  Cryofluid/sec: 136% fire rate

## Research

### Research Cost

42000  Copper
24000  Metaglass
24000  Silicon
7200  Plastanium
11000  Surge Alloy

The **Foreshadow** is a long-range turret on Serpulo that fires a single-target bolt at enemies, dealing massive damage. It requires power and Surge Alloy as ammo and aims at the target with the highest maximum health.

## Tips

### For

Foreshadows are best used against large, Tier 5 units, since they are slow and will spend a long time in firing range. Accumulating enough Foreshadows guarantees victory against any wave, but other crowd-control measures such as Ripple and Meltdown will help massively. Cyclone also has good all-rounder damage and can have the same resources as ammo, Surge Alloy. A few Cyclones shred any lesser units, while the Foreshadows destroys bulkier ones if the Cyclones cannot take them out.

When attempting to boost Foreshadows, using liquids is far less efficient than using an Overdrive Dome due to its rapid consumption and low boost effects. Even a regular Overdrive Projector provides more of a boost than Cryofluid, although the power usage of the turret will also scale up.

Note that while the Foreshadow uses Surge Alloy as ammo, it does not inflict  Shocked (or any other status effect) like other turrets that use it, such as the Cyclone or Swarmer. Therefore, it does not get bonus damage against  Wet units. The Foreshadow is also the only turret on Serpulo (barring mods) that requires power *in addition* to solid ammo (other energy turrets like the Arc, Lancer, and Meltdown only require power), limiting its use to areas where power infrastructure is present.

### Against

In attack maps, the Foreshadow is your units' biggest enemy. While using a Foreshadow of your own can work, its meager building damage is far too slow and overwhelms you with an enemy spawner or waves. Instead, start manufacturing Corvus or Omura to snipe the Foreshadow, or go all in and bomb it to death with Quads packed with Blast Compound. The Foreshadow itself also is weak against Tier 1 and Tier 2 unit spam coming at it, but take note of any Meltdowns, Cyclones, and other anti-swarm turrets that may sit alongside the Foreshadow.

## Changes

 Version 6.0, build 120
 Version 6.0, build 122
 Version 7.0, unknown builds

## Trivia

* Foreshadow is most likely named after the Foreshadow vulnerability, which enables an attack to retrieve sensitive information from Intel processors.
	+ This would align with the naming convention of the two other 4x4 turrets, the Spectre and Meltdown, which are also based on security vulnerabilities.

## References

1. ↑ https://www.reddit.com/r/Mindustry/comments/k8q59n/til\_there\_are\_3\_turrets\_in\_mindustry\_named\_after/
Mend Projector

## Purpose

### Description

Periodically repairs blocks in its vicinity. Optionally uses phase fabric to boost range and efficiency.

## General

### Build Cost

50  Copper
100  Lead
25  Titanium
40  Silicon

## Booster

### Booster

1  Phase Fabric (0.15/sec): +6.25 blocks, 2.36x speed

## Research

### Next Entry

 Force Projector
 Repair Point

### Research Cost

1500  Copper
3300  Lead
700  Titanium
1200  Silicon

The **Mend Projector** is a block on Serpulo and the large version of the Mender. It constantly consumes power to repair blocks, at a greater rate and range. Its repair rate and range can be increased by adding Phase Fabric.