recursal/Fanatic-Fandom huggingface dataset:
Sublimate

The **Sublimate** is a liquid turret on Erekir that uses gases to spew a continuous stream of fire at nearby enemies. This stream of flame bypasses damage reduction from unit armor.

## Tips

Sublimates are extremely powerful for their low cost, as just four of them with Ozone as ammo can inflict over 2000 DPS, which will shred up to tier 3 units in the blink of an eye. The pierce also lets it handle swarms fairly well, although better alternatives such as the Titan exist. Ozone is less used in production than its sister resource, Hydrogen, so any spare Ozone that isn't in oxide production or chemical combustion chambers should go towards powering Sublimates. Make sure that you have Reinforced Liquid Containers so that they can continuously fire, as it will consume ozone at over twice the rate that it is produced from a single Electrolyzer. The high explosiveness of Ozone means that the storage should be farther back, so the explosion does not decimate your turrets instantly should an air unit breach.

With Cyanogen the turret becomes even better, as its original DPS doubles. Having Cyanogen going to areas other than unit assemblers may seem like a waste, but turrets don't constantly operate unlike factories and will let the gas accumulate. This makes it one of the few turrets worth keeping along high-power ones like the Smite in the late game of a survival sector.

## Gallery

Two sublimates attacking.A visual comparison between Sublimates fuelled by ozone (left) and cyanogen (right).Sublimate firing ozoneSublimate firing cyanogen
## Changes

 Version 7.0, Build 141.2
 Version 7.0, Build 142
Nuclear Production Complex

**Nuclear Production Complex** is a large survival sector on Serpulo. A former complex made to power Thorium Reactors now laid to waste, it is one of the most difficult sectors to secure long-term.

This is due to it being situated in the middle of the north pole and surrounded by four enemy bases, two of which are **Eradication-tier**. In order to clear out the north pole efficiently, you must take down all four bases before the Complex is lost, as it will be a long, long task to recapture it.

Unlocking this sector requires the Thermal Generator, Laser Drill and Swarmer. Capturing this sector unlocks the Spectre and Airblast Drill.

## Details

Your core has three possible starting locations: Around the two copper patches in the south-west, a small nook opening to the north-west and in the south-east. The enemy spawn point is around the north-east, in either the corner or directly east of the derelict Spectre.

There are two major ruins around the map: the north-east has a thorium mining and storage area with Laser Drills, with a broken belt of conveyors leading to the south-east. Two derelict Thorium Reactors are already given and can be cheaply claimed for easy power - a water source to the south of the map can provide ample amounts of Cryofluid.

Sand is very scarce around this map, with only one small oasis near the storage area. Thus, using Pulverizers is a necessity. Near the sand source and around the enemy spawn, magma clusters are present for the Thermal Generator.

The Guardian Eclipse spawns every 40 waves starting from wave 50 onwards, with one more Eclipse each time.

## Strategies

Most of the sector does not pose any significant issue, apart from the guardian Eclipse. Its targeting priority is to hit your Thorium Reactors (while being out of their explosion range), so be sure to set up strong defenses there. Good turrets include the Fuse, which takes advantage of it ignoring walls to continuously damage it, or the Tsunami to slow and push it back. As the Eclipse will take a decent amount of time to reach your reactors, the Foreshadow can also exploit this to fire safe shots before it retaliates.

If you can somehow drag the Eclipse into the explosion radius of around 10 reactors then it will die, although you will be at very high risk if you stay around for future waves - use this as a last-ditch effort and use other units like the Mega to push it in.
Spore Press

The **Spore Press** is a crafting station on Serpulo that makes Oil from Spore Pods.

## Ratios

### Input

3 spore pods per second are supplied by exactly 5 Cultivators running at 100% efficiency without affinities. Those cultivators require 90 water and 400 power per second.

* Cultivators have a lot of affinity modifiers that get complicated. A good one to keep in mind is tainted water: it makes 3 cultivators produce 2.88 spore pods per second.

### Output

18 oil per second can supply:

* 3 Coal Centrifuges for 6 coal per second, double the number of input spore pods. That leads to:
	+ 4.5 Graphite Presses. 4 of them can produce 2.68 graphite per second.
	+ 1 Multi-Press for 4 graphite per second.
	+ 4 Silicon Smelters for 6 silicon per second.
	+ 8 Pyratite Mixers for 6 pyratite per second.
	+ 1.8 Silicon Crucibles, each paired with their own pyratite mixer.
	+ 8.9 Steam Generators, 8 of which will produce 2640 power assuming that water does not use power to produce.
* 1.2 Plastanium Compressors, 5 presses to 6 compressors.

If the numbers aren't rounded, the centrifuges can run 9 steam generators, producing 2970 power, minus 568 for the cultivators, press, and centrifuges for 2402 net power, assuming the water does not use power to produce. Using 22 Water Extractors for all of that produces a scant 422 net power.
Titan

The **Titan** is a turret on Erekir that fires large artillery projectiles at ground targets. It requires Hydrogen and Thorium to attack.

## Tips

A lone Titan takes three shots to kill a Stell, but it will weaken Tier 1 and Tier 2 units considerably. As it doesn't use much thorium over time, spamming boosted Titans is a worthwhile strategy to deal with all ground units, as whatever they do not kill in one round ends up with very little health, which causes them to be estroyed when another turret fires. Bulky units left over can be killed by the Lustre or Sublimate.

## Trivia

* Titan, along with the Scathe, Smite, and Malign, are the only turrets in Erekir that have a delay before firing.
* The Titan has the shortest firing delay among the aforementioned four.
* The Titan shares the same color palette with Scathe.
Surge Tower

The **Surge Tower** is a variant of the Power Node on Serpulo that transports power to other nodes and blocks. Unlike traditional nodes, it has a massive range in exchange for a low number of connections.

Like all power nodes, the Surge Tower automatically conducts power to adjacent power-related blocks and will not automatically form connections that cross any Plastanium Walls. By placing Batteries next to the Surge Tower and linking them off with other nodes, a Surge Tower can mimic having a large number of connections.
Tank Refabricator

The **Tank Refabricator** is a unit upgrader on Erekir that upgrades a Stell into a Locus.

## Usage

A Stell must enter the Tank Refabricator from any side except the side in which it outputs, through the Tank Fabricator directly, a Reinforced Payload Conveyor and similar blocks or by being dropped in directly by a payload-carrying unit such as the Quell. Core units like the Evoke cannot do this as they cannot pick up units.

If the Locus has not been researched from the tech tree in the campaign, the Stell cannot enter. If the unit cap for Locus has been reached, more Locus can be produced and stored in payload-holding blocks (including the refabricator), but cannot be released until existing Locus are removed. Any that are forced to "spawn" by their block being destroyed will be instantly killed if the cap is reached.

The Tank Refabricator, along with all other unit-producing fabricators and refabricators, can store twice the items needed to produce one unit (80 Silicon, 60 Tungsten).
Titan (v5)

**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

### Speed

0.22

*Not to be confused with the modern Titan, a long-range artillery turret on Erekir.*

The **Titan** was a ground unit introduced in Version 4.0 that was made in a Titan Mech Factory. It carried a pair of flamethrowers that rapidly threw flames at both ground and air targets.

As of Version 6.0, the Titan has been succeeded by the Mace and is now produced by upgrading the Dagger in an Additive Reconstructor.
Ship Refabricator

The **Ship Refabricator** is a unit upgrader on Erekir that upgrades an Elude into an Avert.

## Usage

An Elude must enter the Ship Refabricator from any side except the side in which it outputs, through the Ship Fabricator directly, a Reinforced Payload Conveyor and similar blocks or by being dropped in directly by a payload-carrying unit such as the Quell. Core units like the Evoke cannot do this as they cannot pick up units.

If the Avert has not been researched from the tech tree in the campaign, the Elude cannot enter. If the unit cap for Averts has been reached, more can be produced and stored in payload-holding blocks (including the refabricator), but cannot be released until existing ones are removed. Any that are forced to "spawn" by their block being destroyed will be instantly killed if the cap is reached.

The Ship Refabricator, along with all other unit-producing fabricators and refabricators, can store twice the items needed to produce one unit (120 Silicon, 80 Tungsten).
Underflow Duct

## Purpose

### Description

Opposite of an overflow duct. Outputs to the front if the left and right paths are blocked.

## General

### Build Cost

8  Graphite
8  Beryllium

## Research

### Research Cost

270  Graphite
270  Beryllium

The **Underflow Duct** is a transport block on Erekir that works oppositely to the Overflow Duct. It checks if the sides are full or obstructed and splits the input across the sides if they are not. If both sides are full or obstructed, the input moves forward.

Unlike the Underflow Gate, the Underflow Duct is unidirectional.
Vanquish

The **Vanquish** is the tier 4 tank unit on Erekir, obtained by fusing 4 Stells and 10 Large Tungsten Walls in a Tank Assembler. It fires large piercing bolts like the Precept, which fragment on impact to deal further damage. It also has four small guns that fire weak shots at nearby enemies.

Vanquish and Conquer can ram any enemy blocks that they collide with while moving, dealing crush damage at a fixed rate.

## Strategies

### For

The Vanquish carries with it both the advantages (extremely low cost, masssive bulk) and disadvantages (poor agility) that the Stell has, but on the scale of a tier 4 unit. They are best suited for very open maps where obstacles are unlikely to slow them down, using their very high health and armor to soak up damage. Maneuvering them through tight tunnels or over liquid puddles is very difficult; they can get stuck on tiny holes and drown by being squeezed off land bridges. Consider making the Tecta instead if the terrain is unsuitable, although in any case a mix of both is a solid option when ships are not available.

While crush damage makes the Vanquish useful once inside a base, most of the actual breaching has to be done with the piercing cannon as crush damage gets easily absorbed by the armor of even Tungsten Walls. Tectas in combination can help them breach and ram over armorless blocks with ease.

### Against

Vanquishes appear on Crossroads and Karst, as late-game enemy units. As with the Precept, getting it into a choke point that limits how many tanks can go through trivialises defending against groups of them. Building Lustres and Smites are some of the best ways to destroy one in seconds. Cooling the Smite with water makes it extremely good against large groups of Vanquishes due to the increased fire rate. The Afflict's primary projectile and the Titan also inflict solid damage in case you do not have Carbide on hand, although it is not as effective as the options mentioned above.

## Changes

 Build 141
* Firerate increased from 0.66 to 0.85/s.
* Single-target damage increased from 120 to 142.5.
* Frag single-target damage increased from 25 to 35.
Tank Fabricator

## Purpose

### Description

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

## General

### Build Cost

150  Beryllium
200  Silicon

## Input/Output

### Input

40  Beryllium (1.14/sec)
50  Silicon (1.43/sec)

## Research

### Next Entry

 Stell
 Unit Repair Tower
 Ship Fabricator

### Requirements

Discover
 Silicon

### Research Cost

180  Beryllium
72  Graphite
72  Silicon

The **Tank Fabricator** is a unit factory on Erekir that produces the Stell from Beryllium and Silicon.

## Usage

When powered and supplied with the required materials, the Tank Fabricator will begin producing a Stell. Before releasing the tank, your limit of maximum units is checked. If you already have your maximum, a small red warning sign is shown on the Tank Fabricator. The Stell 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 Stell will remain in the Tank Fabricator without doing anything and no new units will be produced until it is emptied. If the Fabricator is destroyed, the finished Stell 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 Stell will enter into the block without "spawning" until it exits. If it is a Tank Refabricator, the Stell will remain in the Refabricator until the block is destroyed or it is upgraded into a Locus.

The Tank Fabricator, along with all other unit-producing fabricators and refabricators, can store twice the items needed to produce one unit (80 Beryllium, 100 Silicon).
Threat Level

The **Threat Level** of the numbered sector distinguishes how hard the sector is in terms of enemies. This is based on how many bases spawned adjacent to the sector. The wall type of an enemy base is also determined by the threat level.

Note that a base is adjacent to itself and adds to the Threat Level. Bases which are part of the Main campaign (i.e Salt Flats) do not contribute toward threat level but can still attack adjacent sectors. Impact 0078 and Nuclear Production Complex are counted as bases, contribute to threat level but do not attack nearby sectors. All campaign sectors have their pre-determined threat level regardless of how many bases are nearby.
Switch

The **Switch** is a logic block on Serpulo. It has two states, with the on state (indicated by the dot in the middle being purple) registering as *true* when sensing whether it is *enabled* with a Logic Processor. If it is off (indicated by the dot in the middle being grey), it will register as *false*. Switches can be turned on or off by clicking on them and can also be forced on or off using a Logic Processor. This latter feature can be used for crude, 1-bit-per-frame data transfer between processors if you don't want to use a Memory Cell, or you want the player to be able to have some manual control over a processor without editing code.
Shield Projector

The **Shield Projector** is a hidden block on Erekir used in maps to wall off areas. Unlike Force Projectors on Serpulo, the shields that are created by the Shield Projector are circular, have infinite health and prohibit enemy movement into them. Sectors with shield projectors typically focus on deactivating them or using them to delay progression. Shield Projector shields extend 24 blocks in all directions.

The **Large Shield Projector** is a larger version of the regular Shield Projector, with more health and a much higher shield radius of 50 blocks.

The regular shield projector appears in Intersect to block the first core zone, while the large shield projector appears in Crossroads to shield most enemy bases and force the player to attack the right side first.

## Bypassing Shield Projectors

Shields are automatically destroyed after the first wave in Intersect and can be de-powered once the right-side base in Crossroads is gone, as the projectors exist in a seperate power circuit away from the other bases. However, there are ways to bypass the shield and destroy the block with projectiles.

Piercing laser projectiles are able to go through the shield, notably that of the Corvus, Vela, Quasar, Navanax and Eclipse. However, only the Corvus and Eclipse can damage the projector directly, although all of them can destroy any power blocks inside. Malign's piercing bullets can also enter the shield when the bullet itself is absorbed and the laser spawns. Sublimate and Lustre also work. The Aegires' energy field can hit into the shield, but also cannot destroy the projector as it does not have enough range.

## Trivia

* The Shield Projector actually creates a shield with 24 sides to mimic a circular shape.
* In old versions of Aegis, shield projectors were present and a shield breaker had to be activated with 100 Tungsten to instantly destroy them.
Unit Cargo Loader

## Purpose

### Description

Constructs cargo drones. Drones automatically distribute items to Cargo Unload Points with a matching filter.

## General

### Build Cost

80  Silicon
50  Surge Alloy
20  Oxide

## Research

### Requirements

Discover
\* Surge Alloy

### Research Cost

2200  Silicon
14  Surge Alloy
15  Oxide

The **Unit Cargo Loader** is a transport block on Erekir. When loaded with Nitrogen, it will construct Manifold cargo drones that transport items in the loader to a Unit Cargo Unload Point matching the item type. These drones then return to the loader to pick up more items.

## Usage

Nitrogen is only used for when the Manifold is being constructed, so even a minimum-heat Atmospheric Concentrator can be used. Upon sensing any items in the loader, it looks for Unit Cargo Unload Points that match the item type before ordering the Manifold to deliver the items. If multiple unload points exist for the same item on the map, the Manifold will cycle through them. Once all of the items in the Manifold's inventory are emptied, it will return to the loader.

Each Unit Cargo Loader can only have 1 Manifold tied to it and will reconstruct it if the drone is destroyed. These units also contribute to their unit cap, and no new loaders can be built once at the maximum. (The message pre-building will say "Cargo Unit Cap Reached".)

While Manifolds are fast, their throughput will decrease with distance as they have to spend time moving instead of loading more items.
Version 7.0/Balance Changes

## Build 126.2 to 127

*Note: Range changes are mostly recalibration of bullet lifespan - In V6 most units and blocks overshot their range by many blocks. Miniscule changes to range are generally negligible unless specified in Notes.*

### Units

Mono is the only unit not to receive any changes in v7.

## Build 127.2

The patch notes for Build 127.2 state that Eclipse and Mace have been buffed. Air unit corpses can now also be destroyed by standard bullets; Previously they absorbed all non-piercing projectiles before exploding.

* All flak cannon damage area damage increased by 10 (50 to 60)
* +4 Range (24 to 28)
  Mace | * +10 Health (530 to 540)
* +0.22 Firerate (2x 2.5 to 2x 2.72)

## Build 128

* Status indicator diamonds now only show for blocks on the player's team.

  Navanax | * EMP projectiles now detonate once at the cursor's location instead of at the end of their bullet lifespan.
  Fortress | * Health increased from 820 to 900
* Base damage increased from 8 to 20.

  Disassembler | * Building time reduced from 7.4 seconds to 6 seconds.
* Previously cost 140  Graphite, 100  Titanium, 150  Silicon, 70  Surge Alloy
* Now costs 100  Titanium, 80  Thorium, 150  Silicon, 40  Plastanium

## Build 129

* The flying unit AI now completely bypasses walls, making heavy air units such as Antumbra and Eclipse far more dangerous.
* Eclipse now prioritises reactors.
* Antumbra now prioritises generators.
* Horizon prioritises factories.
* Vaults no longer explode as violently, meaning that a core surrounded by vaults is slightly more resilient.

## Build 130

* A bug with Aegires making cores neutral on core capture has been fixed.

  Cultivator | * Water usage decreased from 20/sec to 18/sec

## Build 130.1

  Minke | * Status field removed.
* Anti-air guns:
	+ Inaccuracy decreased by from 10 to 8 degrees.
	+ Fire rate increase from 2x 2 to 2x 3.
	+ Area damage increased from 27 to 40.
* Artillery cannons:
	+ Area damage increased from 33 to 40.
	+ Area damage diameter decreased from 3.1 to 2.8.

## Build 132

* Large ground units like the Vela and Reign can now slowly drown.
* Spider-like units can now drown if all legs are in deep water. All spider-like units have been buffed to compensate.
* Surge Alloy's explosion damage has been increased.
* Added the Liquid Container, Payload Loader, Payload Unloader, Constructor, Large Constructor and Deconstructor.
* Cryofluid can now appear as a tile.
* Crawler now properly inflicts its explosion damage on death.
* Numbered sectors have been partially rearranged and water-heavy sectors now have naval waves.

* Area damage changed to 33, from 50.
* Area damage radius reduced from 5 to 4 tiles.
* Shots/sec now averages to 2/sec, from 2.25.

## Build 134

* Unloaders are more effective.
* Blocks can now function like normal on payload conveyors. This means that turrets can fire on payload conveyors and be loaded with ammo.
Unloader

The Unloader is a transport block used to unload items from the Core, Plastanium Conveyors, or most blocks that store items, such as Containers and factory blocks. Like Sorters, the Unloader can be configured to unload a specific item or unload all items in a block equally if unconfigured.

## Notes

* An Unloader's throughput exactly matches that of Titanium Conveyors. Even though it will unload to all 4 sides equally, it divides its throughput between each side. This means additional Titanium Conveyors do not improve a single Unloader's output, nor do Plastanium Conveyors.
* Unloaders can unload resources from one resource or unit factory to another, essentially linking their item capacities together. This helps tidy up production and power centers since not every block needs input conveyors, but resource factories still need output conveyors, and liquids are still not shared.
	+ This does not apply to storage blocks and blocks that are already full, which will have items unloaded from them instead of into them.
* Unlike Erekir's Duct Unloaders, Serpulo Unloaders are omnidirectional and bi-directional between blocks, meaning that if placed directly between two blocks (with no conveyors in between), the Unloader will equalize their contents instead of pulling as much of a resource as it can from one block to another. To make it unidirectional like the Erekir version, place a conveyor between the Unloader and the receiving block.

## Changes

 Version 6.0, unknown builds
* Item capacity removed (previously had an item capacity of 10 items).
* Description changed:
	+ Old description: "Unloads items from any nearby non-transportation block. The type of item to be unloaded can be changed by tapping."
 Version 6.0, Build 122
 Version 7.0, Build 134
* Now less likely to skip blocks on low framerates.
* Unconfigured unloaders now select items evenly instead of randomly.

## Trivia

* The optimisations done to the Unloader in Build 134 were by the contributor hortiSquash. The new unloader is sometimes referred to as the hortiloader.
* Despite behaving like a transport block, the Unloader is grouped with effect, storage and core blocks. This does not apply to the Erekir equivalent, the Duct Unloader.
Surge Crucible

The **Surge Crucible** is a factory on Erekir that creates Surge Alloy out of Silicon and Slag, using Heat and power.

## Ratios

### Heating

*This is partially transposed from ratios on the Slag Heater.*

Increasing the efficiency of the Surge Crucible will also increase its slag consumption, which needs to be factored when using Slag Heaters.

### Silicon

At 400% efficiency, the Surge Crucible requires 4 silicon per second. Conveniently, the Silicon Arc Furnace provides more than enough (4.8/sec) to fulfill this requirement. 5 silicon arc furnaces are able to support 6 crucibles all at max efficiency.
Shielded Wall

## Purpose

### Description

Protects structures from enemy projectiles, reflecting most bullets upon impact. Deploys a shield that absorbs most projectiles when power is provided. Conducts power.

## General

### Health

4160 (block)
900 (shield)

### Build Cost

12  Beryllium
12  Surge Alloy
20  Phase Fabric

## Research

### Requirements

* Discover
 Phase Fabric

### Research Cost

120  Phase Fabric
210  Surge Alloy
270  Beryllium

The **Shielded Wall** is a wall on Erekir that absorbs bullets and has a small chance of reflecting them back at the enemy. When powered, each wall will put up a small, regenerating square force shield that absorbs bullets fully until destroyed. A powered shielded wall has 5060 health in total, with more net health per tile than the Carbide Wall at 1265 versus 1080.

The base reflection chance of the Shielded Wall is lower than that of the Phase Wall on Serpulo.
Sei

The **Sei** is a Tier 4 Naval Unit on Serpulo obtained after upgrading the Bryde through the Exponential Reconstructor. It loses the artillery that Bryde had in exchange for massive amounts of raw firepower with a Swarmer mount and massive bullets.

Sei can be upgraded into the Omura through the Tetrative Reconstructor directly or by being dropped in through a carrier such as Quad.

## Strategies

### **Against**

The strongest Tier 4 unit to date, the Sei's damage output is so high that it can defeat an Arkyid, the prime unit killer, in a duel. It must be destroyed urgently before its projectiles can connect to your blocks and eradicate your Core. Because it is immune to the *wet* status by virtue of being a Naval Unit, the damage combination of Surge Alloy ammo and Water in a Tsunami is ineffective compared to using Blast Compound and Cryofluid. Alternatively, the Foreshadow can get solid damage in before the Sei can retaliate, especially in open water maps like Naval Fortress where ships can come in any direction and surround piercing turrets.

### **For**

If you have to produce tier 4 units and you see a convenient water pathway to each of the enemy Cores, the Sei will absolutely ravage the sector. Its destructive power is absurd, easily ripping through walls. Access to the support Naval Units also allows you to construct Oxynoe and Cyerce for damage boosting and healing respectively, making a deathball that is impossible to stop. The extreme firepower that it provides is also invaluable on defense to occupy deep water, as a substitute for turrets. Aegires can provide substantial healing and defense, but is rather expensive and only worth it for defensive purposes.

## Changes

 Version 6.0, Build 124
 Version 7.0, Build 127
 Version 7.0, Build 128
 Version 7.0, Build 130
 Version 7.0, Build 135
 Version 7.0, Build 136
 Version 7.0, Build 138
	+ Old description: "Fires a barrage of missiles and armor-piercing bullets at enemies."
	+ New description: "Fires a barrage of missiles and armor-piercing bullets at enemy targets."

## Trivia

* Sei is named after the *Balaenoptera borealis,* known as the Sei Whale.
* Despite the in-game description saying that the Sei fires armour-piercing bullets, none of its weapons have armor penetration.
	+ This is likely due to armor penetration being introduced in Version 7.0 with Erekir's Sublimate turret, with the Sei's description as an oversight.
Tungsten (v4)

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

## Info

### Produced by

 Tungsten Drill Carbide Drill Laser Drill Blast Drill

## Properties

### Charge

0%

Tungsten is a resource that can be mine with any drill.

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

## Usage

### Old Recipe

 Duo

 Scorch

 Hail

 Lancer

 Salvo

 Ripple

 Laser Drill

 Blast Drill

 Water Extractor

 Cultivator

 Oil Extractor

 Distributor

 Sorter

 Overflow Gate

 Bridge Conveyor

 Silicon Smelter

 Pulverizer

 Power Node

 Large Power Node

 Battery

 Combustion Generator

 Steam Generator [Turbine Generator]

 Thermal Generator

 Mechanical Pump

 Rotary Pump

 Thermal Pump

 Pyratite Mixer

 Melter

 Separator

 Command Center

 Repair Point

 Resupply Point

 Tungsten Wall ( Large Tungsten Wall)

### Removed

 Smelter

 Tungsten Drill

 Carbide Drill

 Solidifer

 Arc Smelter

 Centrifuge

File:Delta Drone Factory.png Delta Drone Factory

File:Drone Pad.png Drone Pad
To Do List

Below are the current goals for formatting and modernising the Unofficial Wiki. For discussion of new goals to do, use the [https://mindustry-unofficial.fandom.com/wiki/Talk:To\_Do\_List?action=edit&redlink=1 talk page.

## Current Goals (Dec 2023)

* **Data**
	+ Version 7.0-specific balance changes - **In progress**
	+ Tracking Future Content
* **Sectors**
	+ Add geographical descriptions to all campaign sectors - **In progress**
	+ Start working on numbered sectors - **In progress**
* **Other**
	+ Formal editing guidelines
* **Legal**
	+ Revising licensing for all image files (everything in Mindustry is listed as GNU GPL v3)

## Future Goals

### 2024

* Continue Version 7.0-specific balance changes
* Continue working on all numbered sectors

### Unspecified Date

* Begin work on version 5.0 ships and units
* Editor
* Guide: Mapping
* Guide: Logic Basics
	+ Guide: Flare Delivery Logic
	+ Guide: Player-Guided Turrets
	+ Guide: Unit Miners
	+ Guide: Smart Snipers
	+ Guide: Integrating World Processors into Your Map
* Guide: Multiplayer
Vault

## Purpose

### Description

Stores a large amount of items of each type. Expands storage when placed next to a core. Contents can be retrieved with an unloader.

## General

### Build Cost

250  Titanium
125  Thorium

## Research

### Research Cost

9200  Titanium
4300  Thorium

The **Vault** is a block on Serpulo and the larger version of the Container. It stores all types of items for future use, which can then be retrieved out by the Unloader or by units.

Vaults that touch the Core will extend its item capacity. 8 Vaults and 2 Containers around a Core: Nucleus gives the maximum storage capacity for one core at 21600.
Segment

The **Segment** is a support turret on Serpulo. It rapidly fires beams that erase enemy bullets, preventing them from inflicting damage. Laser projectiles, flames and explosions are not targeted.

## Tips

* The Segment is a very specialised turret and should not be used unless absolutely necessary, as it requires the costly Phase Fabric and consumes large amounts of power. Its main purpose is to counter flying non-laser projectiles, such as those from the Toxopid and Bryde.
* Segments can erase the following projectiles on Serpulo:
	+ Bullets from the Dagger, Fortress, Scepter, Reign, Flare, Zenith, Antumbra, Eclipse, Risso, Minke, Bryde, Sei, Retusa and Cyerce plus the bullets from turrets except the projectiles from Arcs, Lancers, Parallaxes, Fuses, Meltdowns, Foreshadows and other Segments.
	+ Artillery projectiles from the Arkyid and Toxopid.

## Changes

 Version 6.0, Build 126
 Version 7.0, unknown builds
* Build time increased (4.06 seconds → 4.73).
* 40 Titanium added to build cost.
* Fire rate increased (6.66 shots per second → 7.5).

## Trivia

* Segment is able to intercept and destroy Mass Driver projectiles.
* The Segment is the first point defense block introduced and the only form of it until the beginning of the alpha of Version 7.0, where the support naval units Oxynoe and Aegires obtained it.
Spirit Repair Drone

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

## General

### Armor

0.4

The **Spirit Repair Drone** was a drone introduced in Version 4.0 that flied to and repaired the nearest damaged building. It was made in a Spirit Repair Drone Factory, with each factory supporting one drone. Like all units, it could be damaged by enemies and repaired by Repair Points.

In Version 6.0, it has been renamed to Mega and must be manufactured through a Multiplicative Reconstructor with the Mono (originally named Draug Miner Drone) unit progression in the Air Factory. The Mono, another Version 6.0 unit, has a modified sprite of the **Spirit Repair Drone**, but it acts as a miner.

## See Also

* Draug Miner Drone and Phantom Builder Drone, other drones that were removed in Version 6.0.
Surge Conveyor

The **Surge Conveyor** is a transport block on Erekir. Like Serpulo's Plastanium Conveyors, Surge Conveyors package items in a group of 10 before sending them down a line for high throughput. This happens without the need of power, but the throughout will be increased from 50 to 90 items per second when power is supplied. They can conduct power to adjacent Surge Conveyors, Surge Routers, and other power-receiving blocks.

## Usage

Much like Plastanium Conveyors, Surge Conveyors transform into three types depending on where there are in a line:

* **Input** conveyors are marked by a little dot, which will be slightly concealed by a glowing arrow when powered. They can accept items from all sides of the conveyor apart from the front.
* **Transition** conveyors are between the start and final conveyors of a line. These cannot accept inputs from non-Surge Conveyors (including Surge Routers), but can be unloaded from with Duct Unloaders.
* **Output** conveyors are the final conveyors of a line, although they will look the same as transition segments. They are where items are released in the forward direction only.
Surge Router

## Purpose

### Description

Equally distributes items in three directions from surge conveyors. Can be sped up with power. Conducts power.

## General

### Build Cost

5  Surge Alloy
1  Tungsten

## Research

### Research Cost

70  Surge Alloy
72  Tungsten

The **Surge Router** is a transport block on Erekir. They redirect items at a very high throughput by storing bundles of ten before releasing them; this means that throughput will be decreased when used with regular Ducts, but will maintain throughput when used with Surge Conveyors. Like the Duct Router, it is configurable to sort specific items, letting the target item forward and other items to the sides.

## Notes

* The core database statistics are incorrect; a Surge Router will redistribute 50 items/sec to all three sides rather than 100 items/sec regardless of power.
Smite

The **Smite** is a turret on Erekir. It warms up before firing bursts of ten piercing bolts at a time, each of them constantly emitting damaging lightning sparks as they travel.

## Ammo Details

* 30 damage
* -75% building damage (30 -> 7.5)
* Shocked

## Tips

The effective damage per round of this turret is around 2000 alone without factoring in the lightning damage, enough to four-shot Quells - such is the reward for making Phase Fabric. Because of its low firerate, it is best used against single-targets such as the tier 5 units in Karst (particularly the Collaris guardian), although it is also good at killing groups of lower-tier units due to the pierce and lightning emission. Cooling it is very easy with Reinforced Liquid Containers with water, making it extremely efficient at its job.

## Trivia

* Smite, along with the Titan, Scathe, and Malign, are the only turrets in Erekir that have a delay before firing.
* Smite and Malign are both:
	+ The only 5x5 turrets across both planets.
	+ The only turrets that activate a halo of light behind them when firing.
Wraith Fighter

**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.

## Purpose

### Description

"A fast, hit-and-run interceptor unit. Targets power generators."

## General

### Manufactured in

Wraith Fighter Factory

The **Wraith Fighter** was a small, agile air unit that was in version 5.0. It has since been replaced by the Flare.
Metaglass

**Metaglass** is a manufactured resource on Serpulo, primarily used in building blocks for liquid collection, distribution, and storage, such as Mechanical Pumps and Conduits.

## Trivia

* In the word Metaglass, *meta* is a prefix for the word *glass*, implying that it is far superior to other types of glass. If not, Metaglass is also a portmanteau of the word *metal* and *glass*, referring to how most of its constituents are lead and glass.
* In real life, there is lead-included glass (lead glass); however, unlike Metaglass, it serves very little industrial purposes.
Spirit Repair Drone Factory

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

## Spirit Repair Drone Factory

Produces Spirit structural repair drones.

## General

### Build Cost

45  Lead
45  Metaglass
45  Silicon

## Input/Output

### Input

30  Lead
30  Silicon

### Production Time

66.66 seconds

The **Spirit Repair Drone Factory** was a unit factory introduced in Version 4.0. It produced Spirit Repair Drones using Silicon and Lead, with each factory supporting one drone.

As of Version 6.0, the Spirit Repair Drone has been succeeded by the Mega and is now made from a Poly in a Multiplicative Reconstructor. As a result, the Spirit Repair Drone Factor was removed.

**The Spirit Repair Drone Factory** is used to produce Spirit Repair Drones with 15 silicon, 15 lead, and power. Each factory can have a maximum of 2 active drones.

## Changes

 Unknown builds | * Lead cost decreased from 55 to 45.
* Silicon and Lead input increased from 15 to 30 each.
* Power usage increased from 48 to 72.
 Version 6.0, unknown build

1. ↑ https://github.com/Anuken/Mindustry/releases?q=build+84&expanded=true
2. ↑ https://mindustry-unofficial.fandom.com/wiki/Spirit\_Repair\_Drone\_Factory?oldid=1315
Stronghold

**Stronghold** is an attack sector on Erekir. It is the first sector that the player can mine Thorium, as well as an introduction to using Tier 3 units on offense.

## Strategy

Since you have a solid amount of tungsten and oxide in your loadout you can get the Sublimate early on, which helps out massively against the early Merui swarms that attack you before you can mine and establish a permanent source. The early two bases are surrounded by thick walls that can be bypassed using Merui of your own. A permanent source of Tungsten is properly available after the first core is destroyed, which should be funnelled towards creating Averts - they will be very helpful later, but for now can be sacrificed to knock out Titan turrets.

After taking out the first two cores you now have access to Thorium and an arkycite deposit for Chemical Combustion Chambers, which should solve any glaring power issues. Once you mine thorium your first priority is to save up and research the Disperse, which will be the best anti-air turret for some time and is crucial for what enemies come next.

The biggest threat to your base will be enemy Obviates, extremely dangerous air enemies that seek out poorly-guarded weak spots and pummel them without mercy. The tungsten mines you have near the start of the sector must extend across your entire base, although the seperated hole where your initial graphite is produced is hard to reach; use your Averts instead to kill it off if desperate. Remember that you want to minimise the effects of splash, so micromanaging your Averts to seperate them helps win encounters. The other tier 3 units, the Anthicus and Precept, don't spawn very frequently, although they may accumulate at enemy bases and defend them. They are easily shredded by two Sublimates with ozone.

The Averts you have saved up can now destroy most of the cores on this sector, including the one with the Obviate factory. This slows down enemy attacks drastically and saves your base from air attacks. The only few bases that cannot be destroyed are ones with Afflict and Reinforced Surge Walls guarding the cores, necessitating the production of Tier 3 units. Obviates of your own can easily avoid it altogether and dive the core for a kill, while Anthicus in large groups can tear down walls from a distance and Precepts can overwhelm the front.

## Trivia

* Stronghold was introduced in build 139 of the v7 beta, and was spelt *stronghold* without capitalisation.
* Stronghold was made by Epowerj and edited by Anuken.
Sorter

## Purpose

### Description

If an input item matches the selection, it passes forward. Otherwise, the item is outputted to the left and right.

## General

### Build Cost

2  Copper
2  Lead

## Research

### Next Entry

 Inverted Sorter
 Overflow Gate

### Research Cost

100  Copper
100  Lead

The **Sorter** is a transportation block on Serpulo that can be used to sort items from a conveyor. When placed down the player can choose one item to sort; when said item goes through the sorter it will travel forwards, while other blocks will be forced to move to the sides. An unconfigured sorter forces all items to move to the sides. It has a counterpart that behaves in the opposite way, that being the Inverted Sorter.

An item can only travel through two adjacent sorters or gates of any kind and will be blocked by the third, to prevent instantaneous transport chains.

The sorter is additionally used in the creation of pixel art thanks to its feature of displaying its set item on both the minimap and overworld.

## Changes

 Version 6.0, unknown builds
 Version 7.0, unknown build
*"Sorts items. If an item matches the selection, it is allowed to pass. Otherwise, the item is outputted to the left and right."*
to:
*"If an input item matches the selection, it passes forward. Otherwise, the item is outputted to the left and right."*
Silicon

**Silicon** is an item on Serpulo, produced in Silicon Smelters and Silicon Crucibles. Many Power generation and unit production Blocks rely on it to get built.

Due to it being a key ingredient in producing all Units, Silicon can often drop to zero in multiplayer servers (a condition typically referred to as "Siligone") due to the presence of many Core-delivered unit schematics. Having solid schematics for both blocks that produce it is key to winning in PvP. In the Campaign mode, some players will even dedicate entire Sectors to generating mainly Silicon due to its importance.

## Trivia

* In real life, Silicon is a semimetal that is often used in electronics. It is not to be confused with Silicone, which is an organic polymer of the siloxane family. Silicon can be refined from Sand (silicon dioxide) using carbon as a reducing agent (SiO2 + 2C → Si + 2CO).
Spore Pod

> "*Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.*"
> ― In-Game Details
>
>

The **Spore Pod** is an item on Serpulo. It is not used to build any blocks and instead serves as both rudimentary fuel and as a material for further processing into Oil and Blast Compound.

Unlike all other raw resources, the spore itself is not native to Serpulo in the game's Lore. In Biomass Synthesis Facility, spores were grown for the production of fuel and plastics before an incident released them into the atmosphere, contaminating the planet and likely eliminating all other biological organisms.

Spore Pods are extremely flammable and are likely to cause fires when blocks that contain it are destroyed. They will also cause fires if a unit holding it is killed. They produce 15% more power when fed into Combustion or Steam Generators.
Stell

The **Stell** is the tier 1 tank unit on Erekir, unlocked on The Onset along with its source factory, the Tank Fabricator. It is a simple tank that fires single bullets at blocks and enemies alike. Unique to its line, the Stell and its successors can only move in its forwards direction and cannot move while turning.

Stells can be upgraded into the Locus through the Tank Refabricator by entering it as a payload rather than a spawned entity. Fusing four payload-form Stells and 10 Large Tungsten Walls into a Tank Assembler will create the Tier 4 Vanquish.

## Strategy

### For

Stells are relatively simple to use; just throw them at the enemy and knock out any turrets, or supply lines for turrets to cut them off. They are also useful on defense as they can win matchups against other Stells and Tier 1 units if helped by walls. That being said, tank units have poor mobility and struggle when doing any micro-heavy actions, so the only proper strategy apart from snowballing them into the enemy core is to build multiple Tank Fabricators. Since Stells cannot move across walls, Blast Doors are necessary to let them enter and exit your base.

### Against

Any wall can easily delay a swarm of Stells from destroying your buildings, but building turrets is extremely expensive on Erekir. When defending with units of your own, using Stells to defeat attacking Stells is the best way to counter them as they deal the most damage and suffer the least from their high armor. For reference, an Elude will have half its damage absorbed by 6 points of armor while the Merui have slightly less firerate in favour of area damage. If you can afford to turtle down and build Breaches, you should be settled as it can handle them as long as they are restrained by walls.
Trident

**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

### Mine Tier

The **Trident** was a player ship introduced in Version 4.0 that used its weapon, the **Bomb Bay**, to drop explosive bombs onto ground targets. In addition, it had the best building speed out of all other player ships and mechs. Players could transform into the Trident through a powered Trident Ship Pad.

Version 6.0 allowed players to possess produced units directly, invalidating the need for specialised player ships and mechs. As a result, both the Trident and its ship pad were retired.
Silicon Arc Furnace

The **Silicon Arc Furnace** is a factory block on Erekir that smelts Silicon using Sand and Graphite.

## Ratios

* Two Plasma Bores provide enough Graphite for 1 Silicon Arc Furnace, or one bore if boosted.
* For the Sand, 7 Cliff Crushers at 0.76/s, 5 at 1.09/s, 4 at 1.30/s, or 3 at 1.63/s will be enough to run one Silicon arc Furnace fully.
* Be aware that a Silicon Arc Furnace alone will use two Turbine Condensers worth of power.
* A Silicon Arc Furnace can provide the silicon for two Tank Fabricators and one of another fabricator or two other fabricators, whether it is two Ship Fabricators, two Mech Fabricators, or one of each.